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The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
Physical interactions with socially assistive robots (SARs) positively affect user wellbeing. However, haptic experiences when touching a SAR are typically limited to perceiving the robot's movements or shell texture, while other modalities…
Cognitive reappraisal is a well-studied emotion regulation strategy that helps individuals reinterpret stressful situations to reduce their impact. Many digital mental health tools struggle to support this process because rigid scripts fail…
In this paper we examine methods for taking game-related information provided in one sensory modality and transforming it to another sensor modality in order to more effectively accommodate sensory-constrained players. We then consider…
Aims. Clinical data indicating a heart rate (HR) target during rate control therapy for permanent atrial fibrillation (AF) and assessing its eventual relationship with reduced exercise tolerance are lacking. The present study aims at…
Force control is essential for medical robots when touching and contacting the patient's body. To increase the stability and efficiency in force control, an Adaption Module could be used to adjust the parameters for different contact…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
In this demo paper, we design and prototype RhythmEdge, a low-cost, deep-learning-based contact-less system for regular HR monitoring applications. RhythmEdge benefits over existing approaches by facilitating contact-less nature,…
We explore how humanoid robots can be repurposed as haptic media, extending beyond their conventional role as social, assistive, collaborative agents. To illustrate this approach, we implemented HumanoidTurk, taking a first step toward a…
Currently, human drivers outperform self-driving vehicles in many conditions such as collision avoidance. Therefore, understanding human driver behaviour in these conditions will provide insight for future autonomous vehicles. For…
Unsustainable behaviors are challenging to prevent due to their long-term, often unclear consequences. Games offer a promising solution by creating artificial environments where players can immediately experience the outcomes of their…
Data-driven approaches which aim to identify and predict player engagement are becoming increasingly popular in games industry contexts. This is due to the growing practice of tracking and storing large volumes of in-game telemetries…
While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all…
Understanding how neural dynamics shape cognitive experiences remains a central challenge in neuroscience and psychiatry. Here, we present a novel framework leveraging state-to-output controllability from dynamical systems theory to model…
The Human Activity Recognition (HAR) tasks automatically identify human activities using the sensor data, which has numerous applications in healthcare, sports, security, and human-computer interaction. Despite significant advances in HAR,…
Wearable devices have revolutionized healthcare monitoring, allowing us to track physiological conditions without disrupting daily routines. Whereas monitoring physical health and physical activities have been widely studied, their…
For living beings, survival depends on effective regulation of internal physiological states through motivated behaviors. In this perspective we propose that Homeostatically Regulated Reinforcement Learning (HRRL) as a framework to describe…
Maximizing product use is a central goal of many businesses, which makes retention and monetization two central analytics metrics in games. Player retention may refer to various duration variables quantifying product use: total playtime or…
Pervasive health games have a potential to impact health-related behaviors. And, similar to other types of interventions, engagement and adherence in health games is the keystone for examining their short- and long-term effects. Many…