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This paper presents the acados software package, a collection of solvers for fast embedded optimization intended for fast embedded applications. Its interfaces to higher-level languages make it useful for quickly designing an…
AR, a recent emerging technology, has been widely used in entertainment to provide users with immersive, interactive, and, sometimes, engaging experiences. The process of rehabilitation treatment and motor training process is often boring,…
Dynamic difficulty adjustment ($DDA$) is a process of automatically changing a game difficulty for the optimization of user experience. It is a vital part of almost any modern game. Most existing DDA approaches concentrate on the experience…
Videogames are nowadays one of the biggest entertainment industries in the world. Being part of this industry means competing against lots of other companies and developers, thus, making fanbases of vital importance. They are a group of…
Serious games for health are designed with specific health objectives and are increasingly being used in mental health interventions. Leveraging sensor equipped handheld devices such as smartphones and smartwatches, these games can provide…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
GPUs and other accelerators are popular devices for accelerating compute-intensive, parallelizable applications. However, programming these devices is a difficult task. Writing efficient device code is challenging, and is typically done in…
Graphic Processing Units (GPUs) have become ubiquitous in scientific computing. However, writing efficient GPU kernels can be challenging due to the need for careful code tuning. To automatically explore the kernel optimization space,…
Simple adaptive procedures that converge to correlated equilibria are known to exist for normal form games (Hart and Mas-Colell 2000), but no such analogue exists for extensive-form games. Leveraging inspiration from Zinkevich et al.…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
This study proposes middleware, GameControllerizer, that allows users to combine the processes of Internet of Things (IoT) devices, Web services, and applications of Artificial Intelligence (AI), and to convert them into game control…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
The upper limb robotic exoskeleton is an electromechanical device which use to recover a patients motor dysfunction in the rehabilitation field. It can provide repetitive, comprehensive, focused, positive, and precise training to regain the…
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming…
Learning and practicing table tennis with traditional methods is a long, tedious process and may even lead to the internalization of incorrect techniques if not supervised by a coach. To overcome these issues, the presented study proposes…
A low-cost 1-DOF hand exoskeleton for neuromuscular rehabilitation has been designed and assembled. It consists of a base equipped with a servo motor, an index finger part, and a thumb part, connected through three gears. The index part has…
As immersive technologies enable unique, multimodal interaction methods, developers must also use tailored methods to support user accessibility, distinct from traditional software practices. We interviewed 25 industry extended reality (XR)…
Shared control in assistive robotics blends human autonomy with computer assistance, thus simplifying complex tasks for individuals with physical impairments. This study assesses an adaptive Degrees of Freedom control method specifically…
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…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…