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We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…

人工智能 · 计算机科学 2007-05-23 Dimitris Kalles

Timeout is a short interruption during games used to communicate a change in strategy, to give the players a rest or to stop a negative flow in the game. Whatever the reason, coaches expect an improvement in their team's performance after a…

应用统计 · 统计学 2022-04-12 Niander Assis , Renato Assunção , Pedro O. S. Vaz-De-Melo

Developing a thorough understanding of the target audience (and/or single individuals) is a key factor for success - which is exceptionally important and powerful for the domain of video games that can not only benefit from informed…

人工智能 · 计算机科学 2023-08-29 Reza Habibi , Johannes Pfau , Magy Seif El-Nasr

During the Covid-19 pandemic, research communities focused on collecting and understanding people's behaviours and feelings to study and tackle the pandemic indirect effects. Despite its consequences are slowly starting to fade away, such…

人机交互 · 计算机科学 2023-10-24 Andrea Tocchetti , Silvia Maria Talenti , Marco Brambilla

For sustainable growth and profitability, online game companies are constantly carrying out various events to attract new game users, to maximize return users, and to minimize churn users in online games. Because minimizing churn users is…

人机交互 · 计算机科学 2019-09-25 Kyoung Ho Kim , Huy Kang Kim

Emotion detection is a crucial component of Games User Research (GUR), as it allows game developers to gain insights into players' emotional experiences and tailor their games accordingly. However, detecting emotions in Virtual Reality (VR)…

人机交互 · 计算机科学 2023-12-13 Fatemeh Dehghani , Loutfouz Zaman

It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…

计算机与社会 · 计算机科学 2023-04-24 Jing Du

Social media platforms have led to online consumption communities, or fandoms, that involve complex networks of ancillary creators and consumers focused on some core product or intellectual property. For example, video game communities…

综合经济学 · 经济学 2024-11-05 Wooyong Jo , Mike Lewis , Yanwen Wang

Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…

The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers.…

人工智能 · 计算机科学 2018-11-19 Fernando de Mesentier Silva , Igor Borovikov , John Kolen , Navid Aghdaie , Kazi Zaman

Online competitive action games have flourished as a space for entertainment and social connections, yet they face challenges from a small percentage of players engaging in disruptive behaviors. This study delves into the under-explored…

Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…

计算机与社会 · 计算机科学 2015-12-31 Michael James Scott , Gheorghita Ghinea , Ian Hamilton

Technology based screentime, the time an individual spends engaging with their computer or cell phone, has increased exponentially over the past decade, but perhaps most alarmingly amidst the COVID-19 pandemic. Although many software based…

人机交互 · 计算机科学 2022-01-04 Mina Khan , Zeel Patel , Kathryn Wantlin , Elena Glassman , Pattie Maes

This paper explores the use of visual effects common in video games that support a range of tasks that are similar in many ways to analysis tasks supported in visual analytics tools. While some visual effects are meant to increase…

人机交互 · 计算机科学 2022-10-11 Hongwei Zhou , Angus G. Forbes

Empathy games are a promising yet new research avenue that explores how to design empathic game experiences that would help children to understand and address the emotions of other people. Research in this field was primarily done in the…

What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video?…

人机交互 · 计算机科学 2021-03-01 Konstantinos Makantasis , Antonios Liapis , Georgios N. Yannakakis

As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…

人机交互 · 计算机科学 2018-06-13 Barbara Giżycka , Grzegorz J. Nalepa , Paweł Jemioło

Computer games are widespread nowadays and enjoyed by people of all ages. But when it comes to kids, playing these games can be more than just fun, it is a way for them to develop important skills and build emotional intelligence. Facial…

人工智能 · 计算机科学 2024-01-22 Pavel Kozlov , Alisher Akram , Pakizar Shamoi

Event perception refers to people's ability to carve up continuous experience into meaningful discrete events. We speak of finishing our morning coffee, mowing the lawn, leaving work, etc. as singular occurrences that are localized in time…

人工智能 · 计算机科学 2024-07-09 Will Hancock , Kenneth D. Forbus

With the growing humanlike nature of dialog agents, people are now engaging in extended conversations that can stretch from brief moments to substantial periods of time. Understanding the factors that contribute to sustaining these…

计算与语言 · 计算机科学 2024-03-14 Shuai Zhang , Yu Lu , Junwen Liu , Jia Yu , Huachuan Qiu , Yuming Yan , Zhenzhong Lan