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Usability testing has long been a core interest of HCI research and forms a key element of industry practice. Yet our knowledge of it harbours striking absences. There are few, if any detailed accounts of the contingent, material ways in…
Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an…
Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has…
Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively…
Creativity Support Tools (CSTs) are widely used across diverse creative domains, with generative AI recently increasing the abilities of CSTs. To better understand how the success of CSTs is determined in the literature, we conducted a…
Mobile games are extremely popular and engage millions of people every day. Even if they are often quite simple, their development features a high degree of difficulty and requires close attention to both achieve a high satisfaction from…
The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in…
In this paper we present results from recent experiments that suggest that chess players associate emotions to game situations and reactively use these associations to guide search for planning and problem solving. We describe the design of…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
Many definitions of business processes refer to business goals, value creation, or profits/gains of sorts. Nevertheless, the focus of formal methods research on business processes, like the well-known soundness property, lies on correctness…
This paper introduces Ethics Pathways, a design activity aimed at understanding HCI and design researchers' ethics engagements and flows during their research process. Despite a strong ethical commitment in these fields, challenges persist…
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Nowadays whenever a user buys any gadget, apart from the price his focus would also be on how easy is the functionality of the gadget. This means users are more concerned towards the usability of the gadget. Therefore, this study set to…
In many real-world tasks, it is not possible to procedurally specify an RL agent's reward function. In such cases, a reward function must instead be learned from interacting with and observing humans. However, current techniques for reward…
Positive affect has been linked to increased interest, curiosity and satisfaction in human learning. In reinforcement learning, extrinsic rewards are often sparse and difficult to define, intrinsically motivated learning can help address…
Generative AI systems are predominantly designed, evaluated, and marketed as intelligent systems which will benefit society by augmenting or automating human cognitive labor, promising to increase personal, corporate, and macroeconomic…
Game theory is the study of tractable games which may be used to model more complex systems. Board games, video games and sports, however, are intractable by design, so "ludological" theories about these games as complex phenomena should be…