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This document describes the development of a video game prototype designed to encourage physical activity among children and older adults. The prototype consists of a laptop, a camera with 3D sensors, and optionally requires an LCD screen…
Cryptographic algorithms have been used not only to create robust ciphertexts but also to generate cryptograms that, contrary to the classic goal of cryptography, are meant to be broken. These cryptograms, generally called puzzles, require…
Synthetic data generation has been a growing area of research in recent years. However, its potential applications in serious games have not been thoroughly explored. Advances in this field could anticipate data modelling and analysis, as…
Population aging and the ubiquity of technology in everyday life have made designing solutions for older adults a necessity. User-centered and participatory design approaches include elderly users in the software development process to some…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game…
Despite the growing potential of older adult care technologies, the adoption of these technologies remains challenging. In this work, we conducted a focus-group session with family caregivers to scope designs of the older adult care…
Product designers often begin their design process with handcrafted personas. While personas are intended to ground design decisions in consumer preferences, they often fall short in practice by remaining abstract, expensive to produce, and…
Children with autism spectrum disorder (ASD) experience challenges in grasping social-emotional cues, which can result in difficulties in recognizing emotions and understanding and responding to social interactions. Social-emotional…
Game theory is used by all behavioral sciences, but its development has long centered around tools for relatively simple games and toy systems, such as the economic interpretation of equilibrium outcomes. Our contribution, compositional…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
Mild cognitive impairment is the early stage of several neurodegenerative diseases, such as Alzheimer's. In this work, we address the use of lifelogging as a tool to obtain pictures from a patient's daily life from an egocentric point of…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
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…
Security questions are one of the techniques used to recover passwords. The main limitation of security questions is that users find strong answers difficult to remember. This leads users to trade-off security for the convenience of an…
Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity. As such, game agents offer a valuable testbed for exploring capabilities relevant to Artificial General Intelligence. Recently, the…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling…
In the heart of "rhythm games" - games where players must perform actions in sync with a piece of music - are "charts", the directives to be given to players. We newly formulate chart generation as a sequence generation task and train a…