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Inside-out tracking is growing popular in consumer VR, enhancing accessibility. It uses HMD camera data and neural networks for effective hand tracking. However, limited user experience studies have compared this method to traditional…
We consider the problem of modeling cardiovascular responses to physical activity and sleep changes captured by wearable sensors in free living conditions. We use an attentional convolutional neural network to learn parsimonious signatures…
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy,…
The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered…
Modified digital games manage to drive motivation in repetitive exercises needed for motor rehabilitation, however designing modifications that satisfy both rehabilitation and engagement goals is challenging. We present a method wherein a…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
Adaptive game systems aim to enrich player experiences by dynamically adjusting game content in response to user data. While extensive research has addressed content personalization and player experience modeling, the integration of these…
Commercial wearables from Fitbit, Garmin, and Whoop have recently introduced real-time notifications based on detecting changes in physiological responses indicating potential stress. In this paper, we investigate how these new capabilities…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Human-robot interactions (HRI) can be modeled as dynamic or differential games with incomplete information, where each agent holds private reward parameters. Due to the open challenge in finding perfect Bayesian equilibria of such games,…
Since stress contributes to a broad range of mental and physical health problems, the objective assessment of stress is essential for behavioral and physiological studies. Although several studies have evaluated stress levels in controlled…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
Conventional methods for diagnosing Social Anxiety Disorder (SAD), such as clinical interviews and self-reported questionnaires, often face accessibility barriers and subjective biases, underscoring the need for objective physiological…
Wearable haptic interventions offer promising support for relaxation through slow, vibrotactile biofeedback. Despite their potential, current applications focus on stress-inducing procedures and fixed vibration patterns, with limited…
Humans rapidly learn abstract knowledge when encountering novel environments and flexibly deploy this knowledge to guide efficient and intelligent action. Can modern AI systems learn and plan in a similar way? We study this question using a…
Adaptive machines have the potential to assist or interfere with human behavior in a range of contexts, from cognitive decision-making to physical device assistance. Therefore it is critical to understand how machine learning algorithms can…
Esports offers a platform for players to engage in competitive and cooperative gaming with others remotely via the Internet. Despite these opportunities for social interaction, many players may still experience loneliness while playing…
Outcome-driven studies designed to evaluate potential effects of games and apps designed to promote healthy eating and exercising remain limited either targeting design or usability factors while omitting out health-based outcomes…
Although it has been shown that augmented multimodal feedback has a facilitatory effect on motor performance for motor learning and music training, the functionality of haptic feedback combined with other modalities in rhythmic movement…
Successful robot-mediated rehabilitation requires designing games and robot interventions that promote healthy motor practice. However, the interplay between a given user's neuromotor behavior, the gaming interface, and the physical robot…