相关论文: How To Save A World: The Go-Along Interview as Gam…
Archaeogaming and queer games studies have both grown as paradigms in the last decade. The former broadly refers to the archaeological study of games, while the later concerns the application of queer theory to the medium. To date, there…
Particularly close attention is being paid today among researchers in social science disciplines to aspects of learning in the digital age, especially for the Digitally Native Generation. In the context of museums, the question is: how can…
Recently, various studies have leveraged Large Language Models (LLMs) to help decision-making and planning in environments, and try to align the LLMs' knowledge with the world conditions. Nonetheless, the capacity of LLMs to continuously…
In general, video games not only prevail in entertainment but also have become an alternative methodology for knowledge learning, skill acquisition and assistance for medical treatment as well as health care in education,…
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of…
The paper presents the first results of an artistic research project investigating how Large Language Models (LLMs) curate and present collective memory. In a public installation exhibited during two months in Vienna in 2025, visitors could…
Recent interactive video world model methods generate scene evolution conditioned on user instructions. Although they achieve impressive results, two key limitations remain. First, they exhibit motion drift in complex environments with…
With the advent of mobile games and the according growing and competitive market, game user research can provide valuable insights and a competitive edge if methods and procedures are employed that match the distinct challenges that mobile…
Museums, which are among the most popular science institutions outside schools, are usually used to display and introduce historical culture and cultural relics to tourists. Text and audio explanations are used by traditional museums to…
Recent advancements in natural language processing, particularly with large language models (LLMs) like GPT-4, have significantly enhanced dialogue systems, enabling them to generate more natural and fluent conversations. Despite these…
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…
LLM-based agents have seen promising advances, yet they are still limited in "hard-exploration" tasks requiring learning new knowledge through exploration. We present GLoW, a novel approach leveraging dual-scale world models, maintaining a…
At the beginning of 2022, a simplistic word-guessing game took the world by storm and was further adapted to many languages beyond the original English version. In this paper, we examine the strategies of daily word-guessing game players…
This paper reviews the major methods and theories regarding the preservation of new media artifacts such as videogames, and argues for the importance of collecting and coming to a better understanding of videogame artifacts of creation,…
Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist…
Rapid innovations in AI and large language models (LLMs) have accelerated the adoption of digital learning, particularly beyond formal education. What began as an emergency response during COVID-19 has shifted from a supplementary resource…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human…
Virtual museums aim to promote access to cultural artifacts. However, they often face the challenge of getting audiences to read and understand a large amount of information in an uncontrolled online environment. Inspired by successful…
Purpose: Global adoption of the internet and mobile usage results in a huge variation in the cultural backgrounds of consumers who generate and consume electronic word-of-mouth (eWOM). Unsurprisingly, a research trend on cross-cultural eWOM…