Related papers: Gender in video games: Creativity for inclusivity
Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used…
Interacting with video games is challenging for people with upper-limb impairments, especially when multiple hand-based inputs are required in rapid succession. Human cooperation, where another person assists the player, has been proposed…
There is an increasing need for young people to become critically AI literate, understanding not only how AI works but also its limitations and ethical nuances. Yet, designing learning experiences that make such complex, serious topics…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
Machine translation (MT) systems often translate terms with ambiguous gender (e.g., English term "the nurse") into the gendered form that is most prevalent in the systems' training data (e.g., "enfermera", the Spanish term for a female…
One core aspect of immersive visualization labs is to develop and provide powerful tools and applications that allow for efficient analysis and exploration of scientific data. As the requirements for such applications are often diverse and…
The advent of text-to-video generation models has revolutionized content creation as it produces high-quality videos from textual prompts. However, concerns regarding inherent biases in such models have prompted scrutiny, particularly…
As Artificial Intelligence (AI) and Data Science (DS) become pervasive, addressing gender disparities and diversity gaps in their workforce is urgent. These rapidly evolving fields have been further impacted by the COVID-19 pandemic, which…
Human video generation is a dynamic and rapidly evolving task that aims to synthesize 2D human body video sequences with generative models given control conditions such as text, audio, and pose. With the potential for wide-ranging…
In recent years, image captioning and segmentation have emerged as crucial tasks in computer vision, with applications ranging from autonomous driving to content analysis. Although multiple solutions have emerged to help blind and visually…
Gender is a social framework through which people organize themselves-and non-human subjects, including robots. Research stretching back decades has found evidence that people tend to gender artificial agents unwittingly, even with the…
In virtual reality (VR) education, especially in creative fields like film production, avatar design and narrative style extend beyond appearance and aesthetics. This study explores how the interaction between avatar gender, the dominant…
What makes humans so good at solving seemingly complex video games? Unlike computers, humans bring in a great deal of prior knowledge about the world, enabling efficient decision making. This paper investigates the role of human priors for…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
Understanding how humans communicate and perceive narratives is important for media technology research and development. This is particularly important in current times when there are tools and algorithms that are easily available for…
This survey explores the burgeoning field of role-playing with language models, focusing on their development from early persona-based models to advanced character-driven simulations facilitated by Large Language Models (LLMs). Initially…
This paper addresses the challenging task of weakly-supervised video temporal grounding. Existing approaches are generally based on the moment proposal selection framework that utilizes contrastive learning and reconstruction paradigm for…
Augmented reality, where digital objects are overlaid and combined with the ordinary visual surface, is a technology under rapid development, which has long been a part of visions of the digital future. In this article, I examine how gaze…
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these…
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that…