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Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA based physiological measurements as a…
Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularly…
Context: The globalisation of activities associated with software development and use has introduced many challenges in practice and for research. While the predominant approach to research in software engineering has followed a positivist…
This study protocol outlines the design and methodology of a research study investigating collaborative game elements to promote physical activity within digital health interventions. The study aims to examine how social relatedness…
Applications for learning and training have been developed and highlighted as important tools in health education. Despite the several approaches and initiatives, these tools have not been used in an integrated way. The specific skills…
This paper investigates the modeling of automated machine description on sports video, which has seen much progress recently. Nevertheless, state-of-the-art approaches fall quite short of capturing how human experts analyze sports scenes.…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data from games to inform players, coaches,…
Current exergaming sensors and inertial systems attached to sports equipment or the human body can provide quantitative information about the movement or impact e.g. with the ball. However, the scope of these technologies is not to…
Esports, despite its expanding interest, lacks fundamental sports analytics resources such as accessible data or proven and reproducible analytical frameworks. Even Counter-Strike: Global Offensive (CSGO), the second most popular esport,…
Reinforcement learning has received significant interest in recent years, due primarily to the successes of deep reinforcement learning at solving many challenging tasks such as playing Chess, Go and online computer games. However, with the…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
Edge computing is the next Internet frontier that will leverage computing resources located near users, sensors, and data stores to provide more responsive services. Therefore, it is envisioned that a large-scale, geographically dispersed,…
Stream Processing (SP) has evolved as the leading paradigm to process and gain value from the high volume of streaming data produced e.g. in the domain of the Internet of Things. An SP system is a middleware that deploys a network of…
From the diversity of applications of Network Science, in this Opinion Paper we are concerned about its potential to analyze one of the most extended group sports: Football (soccer in U.S. terminology). As we will see, Network Science…
Over the past two decades, Machine Learning (ML) techniques have been increasingly utilized for the purpose of predicting outcomes in sport. In this paper, we provide a review of studies that have used ML for predicting results in team…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Online proceedings for the first workshop on complex systems in sports; index pointing to the papers that will be presented and discussed in that workshop. The papers deal with sports from a complex systems point of view, and include papers…
Any sports competition needs a timetable, specifying when and where teams meet each other. The recent International Timetabling Competition (ITC2021) on sports timetabling showed that, although it is possible to develop general algorithms,…
Prior studies on mobile app analysis often analyze apps across different categories or focus on a small set of apps within a category. These studies either provide general insights for an entire app store which consists of millions of apps,…