Related papers: One Size Doesn't Fit All: Age-Aware Gamification M…
The wide adoption of Generative AI (GenAI) in everyday life highlights the need for greater literacy around its evolving capabilities, biases, and limitations. While many AI literacy efforts focus on children through game-based learning,…
Research has shown that an audiences' age impacts their engagement in digital media. Interactive narrative visualization is an increasingly popular form of digital media that combines data visualization and storytelling to convey important…
Deep learning has revolutionized many areas of machine learning, from computer vision to natural language processing, but these high-performance models are generally "black box." Explaining such models would improve transparency and trust…
Personalized adaptation technology has been adopted in a wide range of digital applications such as health, training and education, e-commerce and entertainment. Personalization systems typically build a user model, aiming to characterize…
Continual Learning requires the model to learn from a stream of dynamic, non-stationary data without forgetting previous knowledge. Several approaches have been developed in the literature to tackle the Continual Learning challenge. Among…
While performance in coordinated motor tasks has been shown to improve in children as they age, the characterization of children's movement strategies has been underexplored. In this work, we use upper-body motion data collected from an…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models…
This article examines how models of teacher digital maturity can be combined to produce a unified version that can be used to design diagnostic tools and methods. 11 models applicable to the field of compulsory education were identified…
Advances in reinforcement learning research have demonstrated the ways in which different agent-based models can learn how to optimally perform a task within a given environment. Reinforcement leaning solves unsupervised problems where…
The objective of personalized learning is to design an effective knowledge acquisition track that matches the learner's strengths and bypasses her weaknesses to ultimately meet her desired goal. This concept emerged several years ago and is…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
While the body of research focusing on Intelligent Environments (IEs) programming by adults is steadily growing, informed insights about children as programmers of such environments are limited. Previous work already established that young…
Wearable technology has significantly improved the quality of life for older adults, and the emergence of on-body, movable robots presents new opportunities to further enhance well-being. Yet, the interaction design for these robots remains…
Most learning algorithms are not invariant to the scale of the function that is being approximated. We propose to adaptively normalize the targets used in learning. This is useful in value-based reinforcement learning, where the magnitude…
This paper presents a cooperative location-based game for the elderly with the use of tablets equipped with mobile application. The game was designed to tackle at once several crucial topics related to the issue of aging, namely the social…
Learning new tasks accumulatively without forgetting remains a critical challenge in continual learning. Generative experience replay addresses this challenge by synthesizing pseudo-data points for past learned tasks and later replaying…
Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can…