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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.…
Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how…
It is challenging to get access to datasets related to the physical performance of soccer players. The teams consider such information highly confidential, especially if it covers in-game performance.Hence, most of the analysis and…
Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video…
Transferring human motion and appearance between videos of human actors remains one of the key challenges in Computer Vision. Despite the advances from recent image-to-image translation approaches, there are several transferring contexts…
What is the right way to reason about human activities? What directions forward are most promising? In this work, we analyze the current state of human activity understanding in videos. The goal of this paper is to examine datasets,…
With the increasingly detailed investigation of game play and tactics in invasive team sports such as soccer, it becomes ever more important to present causes, actions and findings in a meaningful manner. Visualizations, especially when…
Tracking the ball is critical for video-based analysis of team sports. However, it is difficult, especially in low-resolution images, due to the small size of the ball, its speed that creates motion blur, and its often being occluded by…
Datasets of visualization play a crucial role in automating data-driven visualization pipelines, serving as the foundation for supervised model training and algorithm benchmarking. In this paper, we survey the literature on visualization…
As the video game market grows larger, it becomes harder to stand out from the crowd. Launching a successful game involves different aspects. But what are they? In this paper, we investigate some aspects of the high-rated games from a…
Game-Based Learning has proven to be an effective method for enhancing engagement with educational material. However, gaining a deeper understanding of player strategies remains challenging. Sequential game-state and action-based tracking…
Using highly interactive systems like computer games requires a lot of visual activity and eye movements. Eye movements are best characterized by visual fixation - periods of time when the eyes stay relatively still over an object. We…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…
In geographic data videos, camera movements are frequently used and combined to present information from multiple perspectives. However, creating and editing camera movements requires significant time and professional skills. This work aims…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Videos are more informative than images because they capture the dynamics of the scene. By representing motion in videos, we can capture dynamic activities. In this work, we introduce GPT-4 generated motion descriptions that capture…
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end…