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Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to…
The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive…
A growth mindset has shown promising outcomes for increasing empathy ability. However, stimulating a growth mindset in VR-based empathy interventions is under-explored. In the present study, we implemented prosocial VR content, Our Neighbor…
Since wearable technology was first conceptualized in 1960, it has become a crucial aspect of our daily life. People's daily lives have been made better and their health and well-being have improved because of its convenience, real-time,…
While physiological sensors enter the mass market and reach the general public, they are still mainly employed to monitor health -- whether it is for medical purpose or sports. We describe an application that uses heart rate feedback as an…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
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…
There are currently limited guidelines on designing user interfaces (UI) for immersive augmented reality (AR) applications. Designers must reflect on their experience designing UI for desktop and mobile applications and conjecture how a UI…
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…
This demo introduces Focus360, a system designed to enhance user engagement in 360{\deg} VR videos by guiding attention to key elements within the scene. Using natural language descriptions, the system identifies important elements and…
Phishing is an online identity theft that aims to steal sensitive information such as username, password and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This paper…
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost,…
In this paper we present the first results of a pilot experiment in the capture and interpretation of multimodal signals of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
With the arrival of cloud technology, game accessibility and ubiquity have a bright future; Games can be hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices with modest capabilities:…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…
This article proposes an innovative framework to explore large audiovisual archives using Immersive Environments to place users inside a dataset and create an embodied experience. It starts by outlining the need for such a novel interface…
Emotion recognition technology is crucial in providing a personalized user experience. It is especially important in virtual reality(VR) to assess the user's emotions to enhance their sense of immersion. We propose an emotion recognition…
Data-driven approaches which aim to identify and predict player engagement are becoming increasingly popular in games industry contexts. This is due to the growing practice of tracking and storing large volumes of in-game telemetries…
This paper focuses on developing a framework for uncovering insights about NDD children's performance (e.g., raw gaze cluster analysis, duration analysis \& area of interest for sustained attention, stimuli expectancy, loss of…