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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…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
Climate change education often struggles to bridge the perception gap between everyday actions and their long-term environmental consequences. In response, we developed Meltdown, an immersive virtual reality (VR) escape room that simulates…
The global population is rapidly aging, necessitating technologies that promote healthy aging. Voice User Interfaces (VUIs), leveraging natural language interaction, offer a promising solution for older adults due to their ease of use.…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
Artificial companion agents are defined as hardware or software entities designed to provide companionship to a person. The senior population are facing a special demand for companionship. Artificial companion agents have been demonstrated…
Segregation is widespread in all realms of human society. Several influential studies have argued that intolerance is not a prerequisite for a segregated society, and that segregation can arise even when people generally prefer diversity.…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…
Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass…
Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies…
Reminiscence activities, which involve recalling and sharing past experiences, have proven beneficial for improving cognitive function, mood, and overall well-being. However, urbanization has led to the disappearance of familiar…
Virtual reality (VR) technology is commonly used in entertainment applications; however, it has also been deployed in practical applications in more serious aspects of our lives, such as safety. To support people working in dangerous…
Aging is always present, tailoring our interactions with others and postulating a finite lifespan during which we are able to exercise them. We consider the prisoner's dilemma game on a square lattice, and examine how quenched age…
Virtual reality head-mounted displays (VR HMDs) have become a popular platform for gaming. However, simulator sickness (SS) is still an impediment to VR's wider adoption, particularly in gaming. It can induce strong discomfort and impair…
Emergency evacuation plans and evacuation drills are mandatory in public buildings in many countries. Their importance is considerable when it comes to guarantee safety and protection during a crisis. However, sometimes discrepancies arise…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive…