Related papers: Puzzlegram: a Serious Game Designed for the Elderl…
Age-related cognitive impairment is generally characterized by gradual memory loss and decision-making difficulties. The aim of this study is to investigate multi level support and suggest relevant helping means for the elderly with mild…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…
Play is a central aspect of childhood development, with games as a vital tool to promote it. However, neurodivergent children, especially those in neurodiverse environments, are underserved by HCI games research. Most existing work takes on…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
Sound plays a significant role in human memory, yet it is often overlooked by mainstream life-recording methods. Most current UGC (User-Generated Content) creation tools emphasize visual content while lacking user-friendly sound design…
Serious games have recently emerged as an avenue for curriculum delivery. Serious games incorporate motivation and entertainment while providing pointed curriculum for the user. This paper presents a serious game, called MiBoard, currently…
We present our ongoing research on applying a participatory design approach to using social robots for elderly care. Our approach involves four different groups of stakeholders: the elderly, (non-professional) caregivers, medical…
Loneliness and social isolation are serious and widespread problems among older people, affecting their physical and mental health, quality of life, and longevity. In this paper, we propose a ChatGPT-based conversational companion system…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
Serious games have proven to be effective tools for screening cognitive impairments and supporting diagnosis in patients with neurodegenerative diseases like Alzheimer's and Parkinson's. They also offer cognitive training benefits.…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Rising advancements and ICT have changed the way of life of society, every single logical zone are exploiting innovation to get a genuine improvement. Specialists understand the advantages of utilizing genuine games as a dependable device…
We introduce GuessWhat?!, a two-player guessing game as a testbed for research on the interplay of computer vision and dialogue systems. The goal of the game is to locate an unknown object in a rich image scene by asking a sequence of…
Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently,…
There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design ideas. But so far this interest largely stems from the ad hoc…
In this paper we revisit some classic board games like Pachisi or the Game of Gosse. The main contribution of the paper is to design and add some functionalities to the games in order to transform them in serious games, that is, in games…
This ongoing experimental project investigates the use of Generative Image Models (GIMs) in crafting a picture book creation game designed to nurture social connections among autistic children and their neurotypical peers within a…
Multimodal input systems can help bridge the wide range of physical abilities found in older generations. After conducting a survey/interview session with a group of older adults at an assisted living community we believe that gesture and…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…