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Cybersecurity students need to develop practical skills such as using command-line tools. Hands-on exercises are the most direct way to assess these skills, but assessing students' mastery is a challenging task for instructors. We aim to…
Physics-based simulation of mesh based domains remains a challenging task. State-of-the-art techniques can produce realistic results but require expert knowledge. A major bottleneck in many approaches is the step of integrating a potential…
We describe an example of learning with multiple representations in an A-level revision lesson on mechanics. The context of the problem involved the motion of a ball thrown vertically upwards in air and studying how the associated physical…
Indoor navigation is a difficult task, as it generally comes with poor GPS access, forcing solutions to rely on other sources of information. While significant progress continues to be made in this area, deployment to production…
This work presents NeuroTouch, an optical-based tactile sensor that combines a highly deformable dome-shaped soft material with an integrated neuromorphic camera, leveraging frame-based and dynamic vision for gesture detection. Our approach…
Soft object manipulation poses significant challenges for robots, requiring effective techniques for state representation and manipulation policy learning. State representation involves capturing the dynamic changes in the environment,…
We propose a method for incorporating object interaction and human body dynamics into the task of 3D ego-pose estimation using a head-mounted camera. We use a kinematics model of the human body to represent the entire range of human motion,…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
We propose a novel iterative approach for crossing the reality gap that utilises live robot rollouts and differentiable physics. Our method, RealityGrad, demonstrates for the first time, an efficient sim2real transfer in combination with a…
We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos derived from computer graphics pipelines. These rendered videos respect real-world physics, such as maintaining 3D consistency,…
Widespread digital learning has expanded access to education but has resulted in highly sedentary, click-based interaction, contributing to digital fatigue, reduced cognitive flexibility, and health risks associated with prolonged passive…
This paper addresses the Motion Execution Gap, the disconnect between high-level symbolic task descriptions using semantic constraints and executable robot motions. Motion Statecharts are introduced as an executable symbolic representation…
In the present work we have made use of the animation freeware Algodoo,as an easy handling tool to teach and learn physics. The animation is based on the oblique motion model and we have described the movement qualitatively, showing changes…
In recent years, developing AI for robotics has raised much attention. The interaction of vision and language of robots is particularly difficult. We consider that giving robots an understanding of visual semantics and language semantics…
Markerless Motion Capture (MoCap) using smartphone cameras is a promising approach to making exergames more accessible and cost-effective for health and rehabilitation. Unlike traditional systems requiring specialized hardware, recent…
This paper introduces Video2MR, a mixed reality system that automatically generates 3D sports and exercise instructions from 2D videos. Mixed reality instructions have great potential for physical training, but existing works require…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Given a demonstration of a complex manipulation task, such as pouring liquid from one container to another, we seek to generate a motion plan for a new task instance involving objects with different geometries. This is nontrivial since we…
We investigated student reactions to two computational physics courses incorporating several videogame-like aspects. These included use of gaming terminology such as "levels," "weapons," and "bosses"; a game-style point system linked to…