Related papers: Enhancing Kinematics Understanding through a Video…
Quantitative analysis of Game User eXperience (GUX) is important to the game industry. Different from the typical questionnaire analysis, this paper focuses on the computational analysis of GUX. We aim to analyze the relationship between…
Digital educational games have demonstrated large variations in learning outcomes and transfer. Furthermore, educational games are usually embedded in a larger educational setting. This case study evaluates in detail a lesson around an…
Projectile motion is one of the most fundamental problems in introductory physics, offering a clear context to connect algebraic reasoning with conceptual understanding. This work presents a computational and pedagogical framework that…
In this work, we propose the first motion transfer approach in diffusion transformer through Mixture of Score Guidance (MSG), a theoretically-grounded framework for motion transfer in diffusion models. Our key theoretical contribution lies…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…
In this paper, we present a complete and efficient implementation of a knowledge-sharing augmented kinesthetic teaching approach for efficient task execution in robotics. Our augmented kinesthetic teaching method integrates intuitive human…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
The present cross-disciplinary research explores pedestrian-autonomous vehicle interactions in a safe, virtual environment. We first present contemporary tools in the field and then propose the design and development of a new application…
In this small scale study we demonstrate how a gamified teaching setup can be used effectively to support student learning in a quantum mechanics course. The quantum mechanics games were research games, which were played during lectures and…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
Here we present a machine learning framework and model implementation that can learn to simulate a wide variety of challenging physical domains, involving fluids, rigid solids, and deformable materials interacting with one another. Our…
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Human motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we…
With the motivation of practical gait recognition applications, we propose to automatically create a large-scale synthetic gait dataset (called VersatileGait) by a game engine, which consists of around one million silhouette sequences of…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and…
Dynamic Scene Graph Generation (DSGG) aims to structurally model objects and their dynamic interactions in video sequences for high-level semantic understanding. However, existing methods struggle with fine-grained relationship modeling,…
While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation…
The Test of Understanding Graphs in Kinematics (TUG-K) is a multiple choice test developed by Beichner to assess students' understanding of kinematics graphs. Many of the items on the TUG-K have strong distractor choices which correspond to…