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Although serious games have been increasingly used for mental health applications, few explicitly address coping with grief as a core mechanic and narrative experience for patients. Existing grief-related digital games often focus on…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
Moderate to vigorous intensity physical activity has an established preventative role in obesity, cardiovascular disease, and diabetes. However recent evidence suggests that sitting time affects health negatively independent of whether…
This study explores the relationship between musical training, cognitive load (CL), and task accuracy within the virtual reality (VR) exergame Beat Saber across increasing levels of difficulty. Participants (N=32) completed a series of…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
This paper proposes the use of a non-immersive virtual reality rehabilitation system ReHabgame developed using Microsoft Kinect and the Thalmic Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video…
Inverse reinforcement learning (IRL) aims to recover the reward function of an expert agent from demonstrations of behavior. It is well-known that the IRL problem is fundamentally ill-posed, i.e., many reward functions can explain the…
MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by…
This study examines how large language model-driven non-player characters (LLM-NPCs) affect players' cognitive load and gaming experience, with a particular focus on the underlying psychological mechanisms, differences across task…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
Today, Machine Learning (ML) is of a great importance to society due to the availability of huge data and high computational resources. This ultimately led to the introduction of ML concepts at multiple levels of education including K-12…
To solve complex tasks, large language models (LLMs) often require multiple rounds of interactions with the user, sometimes assisted by external tools. However, current evaluation protocols often emphasize benchmark performance with…
The rapid progress of Multimodal Large Language Models (MLLMs) marks a significant step toward artificial general intelligence, offering great potential for augmenting human capabilities. However, their ability to provide effective…
The use of sensors available through smart devices has pervaded everyday life in several applications including human activity monitoring, healthcare, and social networks. In this study, we focus on the use of smartwatch accelerometer…
The Jump-Jump game, as a simple yet challenging casual game, provides an ideal testing environment for studying LLM decision-making capabilities. The game requires players to precisely control jumping force based on current position and…
Virtual environments are essential to AI agent research. Existing environments for LLM agent research typically focus on either physical task solving or social simulation, with the former oversimplifying agent individuality and social…
This study explores the use of electroencephalography (EEG)-based brain wave monitoring to enable dynamic difficulty adjustment (DDA) in a virtual reality (VR) gaming environment. Using the Task Engagement Index (TEI) derived from frontal…
Humans are able to understand and perform complex tasks by strategically structuring the tasks into incremental steps or subgoals. For a robot attempting to learn to perform a sequential task with critical subgoal states, such states can…
In this paper, we introduce Watch-And-Help (WAH), a challenge for testing social intelligence in agents. In WAH, an AI agent needs to help a human-like agent perform a complex household task efficiently. To succeed, the AI agent needs to i)…