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For the emerging significance of mental stress, various research directives have been established over time to better understand the causes of stress and how to deal with it. In recent years, the rise of video gameplay is unprecedented,…
About 15% of the world population is affected by a disability in some form, amongst whom only 31% perform the recommended exercises without intervention. We are working on developing a motivating and effective way to encourage people. In…
Accurately quantifying player experience is challenging for many reasons: identifying a ground truth and building validated and reliable scales are both challenging tasks; on top of that, empirical results are often moderated by individual…
We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new…
Brain computer interfaces enable real-time monitoring of cognitive load, but their effectiveness in dynamic navigation contexts is not well established. Using an existing VR navigation dataset, we examined whether EEG signals can classify…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
If the influence diagram (ID) depicting a Bayesian game is common knowledge to its players then additional assumptions may allow the players to make use of its embodied irrelevance statements. They can then use these to discover a simpler…
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…
Adaptive user interfaces have the advantage of being able to dynamically change their aspect and/or behaviour depending on the characteristics of the context of use, i.e. to improve user experience(UX). UX is an important quality factor…
With the advancements in social robotics and virtual avatars, it becomes increasingly important that these agents adapt their behavior to the mood, feelings and personality of their users. One such aspect of the user is empathy. Whereas…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
Objective. Covert aspects of ongoing user mental states provide key context information for user-aware human computer interactions. In this paper, we focus on the problem of estimating the vigilance of users using EEG and EOG signals.…
During an activity, knowing the mental workload (MWL) of the user allows to improve the Human-Machine Interactions (HMI). Indeed, the MWL has an impact on the individual and its interaction with the environment. Monitoring it is therefore a…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
Patients with extreme forms of paralysis face challenges in communication, adversely impacting their quality of life. Recent studies have reported higher-than-chance performance in decoding handwritten letters from EEG signals, potentially…
This research study aims to use machine learning methods to characterize the EEG response to music. Specifically, we investigate how resonance in the EEG response correlates with individual aesthetic enjoyment. Inspired by the notion of…
Current pain assessment within hospitals often relies on self-reporting or non-specific EKG vital signs. This system leaves critically ill, sedated, and cognitively impaired patients vulnerable to undertreated pain and opioid overuse.…
With stereoscopic displays, a depth sensation that is too strong could impede visual comfort and result in fatigue or pain. Electroencephalography (EEG) is a technology which records brain activity. We used it to develop a novel…
Recent advances in Large Language Models (LLMs) have demonstrated their potential as autonomous agents across various tasks. One emerging application is the use of LLMs in playing games. In this work, we explore a practical problem for the…
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-) learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact…