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Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Machines that mimic humans have inspired scientists for centuries. Bio-inspired soft robotic hands are a good example of such an endeavor, featuring intrinsic material compliance and continuous motion to deal with uncertainty and adapt to…
This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a~mechanism to: (1) control the attention of the player's avatar according to the attention deployed by the player, and (2) guide the gameplay and game's…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…
Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals. Although it has been explored for several decades, existing work in…
Markerless Motion Capture (MoCap) using smartphone cameras is a promising approach to making exergames more accessible and cost-effective for health and rehabilitation. Unlike traditional systems requiring specialized hardware, recent…
Tailoring the design of robot bodies for control purposes is implicitly performed by engineers, however, a methodology or set of tools is largely absent and optimization of morphology (shape, material properties of robot bodies, etc.) is…
Many neurological conditions, e.g., a stroke, can cause patients to experience upper limb (UL) motor impairments that hinder their daily activities. For such patients, while rehabilitation therapy is key for regaining autonomy and restoring…
Exoskeletons and orthoses are wearable mobile systems providing mechanical benefits to the users. Despite significant improvements in the last decades, the technology is not fully mature to be adopted for strenuous and non-programmed tasks.…
Wearable devices are a fast-growing technology with impact on personal healthcare for both society and economy. Due to the widespread of sensors in pervasive and distributed networks, power consumption, processing speed, and system…
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
Motor challenges are prevalent among autistic children, and games are able to simultaneously produce clinically meaningful results and provide a motivating context, but many current solutions are too rigid. We conducted a two-phase…
Developing soft circuits from individual soft logic gates poses a unique challenge: with increasing numbers of logic gates, the design and implementation of circuits leads to inefficiencies due to mathematically unoptimized circuits and…
Game difficulty is a crucial aspect of game design, that can be directly influenced by tweaking game mechanics. Perceived difficulty can however also be influenced by simply altering the graphics to something more threatening. Here, we…
Rehabilitation tasks demand robust and accurate trajectory-tracking performance, mainly achieved with parallel robots. In this field, limiting the value of the force exerted on the patient is crucial, especially when an injured limb is…
Teaching object-oriented programming in an introductory programming course poses considerable challenges to the instructor. An often advocated approach to meeting this challenge is the use of a simple, object-oriented graphics library. We…
We automate soft robotic hand design iteration by co-optimizing design and control policy for dexterous manipulation skills in simulation. Our design iteration pipeline combines genetic algorithms and policy transfer to learn control…
This paper presents design and control innovations of wearable robots that tackle two barriers to widespread adoption of powered exoskeletons, namely restriction of human movement and versatile control of wearable co-robot systems. First,…
This paper presents a control interface to translate the residual body motions of individuals living with severe disabilities, into control commands for body-machine interaction. A custom, wireless, wearable multi-sensor network is used to…