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The effectiveness of digital treatments can be measured by requiring patients to self-report their state through applications, however, it can be overwhelming and causes disengagement. We conduct a study to explore the impact of…
Human emotion recognition has become a need for more realistic and interactive machines and computer systems. The greatest challenge is the availability of high-performance algorithms to effectively manage individual differences and…
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…
Much in the same way that people enjoy, from time to time, the pathos of consuming a tragic film or piece of literature, designers of digital games are increasingly including elements within their games that evoke uncomfortable or negative…
Quantum mechanics courses focus mostly on its computational aspects. This alone does not provide the same depth of understanding as most physicists have of classical mechanics. The understanding of classical mechanics is significantly…
Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at…
Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can…
Virtual reality (VR) can create compelling experiences that evoke presence, the sense of ``being there.'' However, problems in rendering can create sensorimotor disruptions that undermine presence and task performance. Presence is typically…
From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous…
As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…
Brain-machine interfaces (BMIs), particularly those based on electroencephalography (EEG), offer promising solutions for assisting individuals with motor disabilities. However, challenges in reliably interpreting EEG signals for specific…
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated…
Critical task and cognition-based environments, such as in military and defense operations, aviation user-technology interaction evaluation on UI, understanding intuitiveness of a hardware model or software toolkit, etc. require an…
Tasks of different nature and difficulty levels are a part of people's lives. In this context, there is a scientific interest in the relationship between the difficulty of the task and the persistence need to accomplish it. Despite the…
Early and reliable detection of cognitive decline is one of the most important challenges of current healthcare. In this project we developed an approach whereby a frequently played computer game can be used to assess a variety of cognitive…
Detecting and fixing compatibility issues is critical for mobile game development. The rapid evolution of mobile operating systems and device fragmentation make it challenging for developers to timely address these issues across diverse…
This study aimed to analyze brain activity during various STEM activities, exploring the feasibility of classifying between different tasks. EEG brain data from twenty subjects engaged in five cognitive tasks were collected and segmented…
When using Head-Mounted Displays (HMDs), users may not always notice or report visual discomfort by blurred vision through unadjusted lenses, motion sickness, and increased eye strain. Current measures for visual discomfort rely on users'…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…