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Amnesic probing is a technique used to examine the influence of specific linguistic information on the behaviour of a model. This involves identifying and removing the relevant information and then assessing whether the model's performance…
Dementia is a syndrome, generally of a chronic nature characterized by a deterioration in cognitive function, especially in the geriatric population and is severe enough to impact their daily activities. Early diagnosis of dementia is…
Brain computer interfaces (BCI) depend on reliable realtime detection of conscious EEG changes for example to control a video game. However, scalp recordings are contaminated with non-stationary noise, such as facial muscle activity and eye…
Cognitive assistance may be valuable in applications for doctors and therapists that reduce costs and improve quality in healthcare systems. Use cases and scenarios include the assessment of dementia. In this paper, we present our approach…
This paper focuses on developing a framework for uncovering insights about NDD children's performance (e.g., raw gaze cluster analysis, duration analysis \& area of interest for sustained attention, stimuli expectancy, loss of…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
The prevalence of online learning poses a vital challenge in real-time monitoring of students' concentration. Traditional methods such as questionnaire assessments require manual intervention, and webcam-based monitoring fails to provide…
Synthesizing from Corbett and Munneke (2025), who demonstrated that questions originating in human-computer interaction (HCI) and game design can be answered through the theoretical toolkit of cognitive science, this perspective argues that…
Dialect bias is pervasive yet often unconscious, normalized, or obscured by masking. Existing HCI interventions primarily audit disparities and propose reactive fixes. We present CompassioMate, a dialect-aware serious game that nurtures…
This work-in-progress research paper explores the efficacy of a small-scale microelectronics debugging education intervention utilizing quasi-experimental design in an introductory microelectronics course for third-year electrical and…
The rapid advancement of deep neural networks has significantly improved various tasks, such as image and speech recognition. However, as the complexity of these models increases, so does the computational cost and the number of parameters,…
Dysgraphia is a key cognitive disorder impacting writing skills. Current tests often identify dysgraphia after writing issues emerge. This paper presents a set of computer games and uses machine learning to analyze the results, predicting…
Wayfinding, the ability to recall the environment and navigate through it, is an essential cognitive skill relied upon almost every day in a person's life. A crucial component of wayfinding is the construction of cognitive maps, mental…
Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence, especially with a focus on expert-level or even super-human play. But real life also pushes human intelligence along a…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
This paper presents a deep learning method using Natural Language Processing (NLP) techniques, to distinguish between Mild Cognitive Impairment (MCI) and Normal Cognitive (NC) conditions in older adults. We propose a framework that analyzes…
Automated interpretation of signals yields many impressive applications from the area of affective computing and human activity recognition (HAR). In this paper we ask the question about possibility of cognitive activity recognition on the…
Background: Spinal cord injury (SCI) can leave the affected individuals unable to ambulate. Since there are no restorative treatments for SCI, novel approaches such as brain-controlled prostheses have been sought. Our recent studies show…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive…