17 research outputs found

    Affective level design for a role-playing videogame evaluated by a brain\u2013computer interface and machine learning methods

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    Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the player experience, concepts like flow or boredom mental states require formalization and empirical investigation, taking advantage of the objective data that psychophysiological methods like electroencephalography (EEG) can provide. This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. An empirical investigation with a brain\u2013computer interface headset has been conducted: by extracting numerical data features, machine learning techniques classify the different activities of the gaming sessions (task and events) to verify if their design differentiation coincides with the affective one. The observed results, also supported by subjective questionnaires data, confirm the goodness of the proposed guidelines, suggesting that this evaluation methodology could be extended to other evaluation tasks

    A forensics software toolkit for DNA steganalysis.

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    Recent advances in genetic engineering have allowed the insertion of artificial DNA strands into the living cells of organisms. Several methods have been developed to insert information into a DNA sequence for the purpose of data storage, watermarking, or communication of secret messages. The ability to detect, extract, and decode messages from DNA is important for forensic data collection and for data security. We have developed a software toolkit that is able to detect the presence of a hidden message within a DNA sequence, extract that message, and then decode it. The toolkit is able to detect, extract, and decode messages that have been encoded with a variety of different coding schemes. The goal of this project is to enable our software toolkit to determine with which coding scheme a message has been encoded in DNA and then to decode it. The software package is able to decode messages that have been encoded with every variation of most of the coding schemes described in this document. The software toolkit has two different options for decoding that can be selected by the user. The first is a frequency analysis approach that is very commonly used in cryptanalysis. This approach is very fast, but is unable to decode messages shorter than 200 words accurately. The second option is using a Genetic Algorithm (GA) in combination with a Wisdom of Artificial Crowds (WoAC) technique. This approach is very time consuming, but can decode shorter messages with much higher accuracy

    A Software Design Pattern Based Approach to Auto Dynamic Difficulty in Video Games

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    From the point of view of skill levels, reflex speeds, hand-eye coordination, tolerance for frustration, and motivations, video game players may vary drastically. Auto dynamic difficulty (ADD) in video games refers to the technique of automatically adjusting different aspects of a video game in real time, based on the player’s ability and emergence factors in order to provide the optimal experience to users from such a large demography and increase replay value. In this thesis, we describe a collection of software design patterns for enabling auto dynamic difficulty in video games. We also discuss the benefits of a design pattern based approach in terms of software quality factors and process improvements based on our experience of applying it in three different video games. Additionally, we present a semi-automatic framework to assist in applying our design pattern based approach in video games. Finally, we conducted a preliminary user study where a Post-Degree Diploma student at the University of Western Ontario applied the design pattern based approach to create ADD in two arcade style games

    Learning First Aid with a Video Game

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    Any citizen can be involved in a situation that requires basic first aid knowledge. For this reason, it is important to be trained in this kind of activity. Serious games have been presented as a good option to integrate entertainment into the coaching process. This work presents a video game for mobile platforms which facilitate the formation and training in the PWA (Protect, Warn, Aid) first aid protocol. Users have to overcome a series of challenges to bring theoretical concepts closer to practice. To easily change the point of view of the game play, Augmented Reality technology has been used. In order to make each game looks different, neural networks have been implemented to perform the behavior of the Non-Playable Characters autonomous. Finally, in order to evaluate the quality and playability of the application, as well as the motivation and learning of content, several experiments were carried out with a sample of 50 people aged between 18 and 26. The obtained results confirm the playability and attractiveness of the video game, the increase of interest in learning first aid, as well as the greater fixation of the different concepts dealt with in the video game. The results support that this application facilitates and improves the learning of first aid protocols, making it more enjoyable, attractive, and practical.This research was funded by the Spanish Ministry of Science and Technology (Project PID2019-106426RB-C32/AEI/10.13039/501100011033) and the Universitat Jaume I research project UJI-B2018-56

    Visualizing and Predicting the Effects of Rheumatoid Arthritis on Hands

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    This dissertation was inspired by difficult decisions patients of chronic diseases have to make about about treatment options in light of uncertainty. We look at rheumatoid arthritis (RA), a chronic, autoimmune disease that primarily affects the synovial joints of the hands and causes pain and deformities. In this work, we focus on several parts of a computer-based decision tool that patients can interact with using gestures, ask questions about the disease, and visualize possible futures. We propose a hand gesture based interaction method that is easily setup in a doctor\u27s office and can be trained using a custom set of gestures that are least painful. Our system is versatile and can be used for operations like simple selections to navigating a 3D world. We propose a point distribution model (PDM) that is capable of modeling hand deformities that occur due to RA and a generalized fitting method for use on radiographs of hands. Using our shape model, we show novel visualization of disease progression. Using expertly staged radiographs, we propose a novel distance metric learning and embedding technique that can be used to automatically stage an unlabeled radiograph. Given a large set of expertly labeled radiographs, our data-driven approach can be used to extract different modes of deformation specific to a disease

    Empowering children with ASD and their parents : design of a serious game for anxiety and stress reduction

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    Autism Spectrum Disorder (ASD) is characterized by social interaction difficulties and communication difficulties. Moreover, children with ASD often suffer from other co-morbidities, such as anxiety and depression. Finding appropriate treatment can be difficult as symptoms of ASD and co-morbidities often overlap. Due to these challenges, parents of children with ASD often suffer from higher levels of stress. This research aims to investigate the feasibility of empowering children with ASD and their parents through the use of a serious game to reduce stress and anxiety and a supporting parent application. The New Horizon game and the SpaceControl application were developed together with therapists and according to guidelines for e-health patient empowerment. The game incorporates two mini-games with relaxation techniques. The performance of the game was analyzed and usability studies with three families were conducted. Parents and children were asked to fill in the Spence's Children Anxiety Scale (SCAS) and Spence Children Anxiety Scale-Parents (SCAS-P) anxiety scale. The game shows potential for stress and anxiety reduction in children with ASD

    Exploring Immersive Learning Experiences: A Survey

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    Immersive technologies have been shown to significantly improve learning as they can simplify and simulate complicated concepts in various fields. However, there is a lack of studies that analyze the recent evidence-based immersive learning experiences applied in a classroom setting or offered to the public. This study presents a systematic review of 42 papers to understand, compare, and reflect on recent attempts to integrate immersive technologies in education using seven dimensions: application field, the technology used, educational role, interaction techniques, evaluation methods, and challenges. The results show that most studies covered STEM (science, technology, engineering, math) topics and mostly used head-mounted display (HMD) virtual reality in addition to marker-based augmented reality, while mixed reality was only represented in two studies. Further, the studies mostly used a form of active learning, and highlighted touch and hardware-based interactions enabling viewpoint and select tasks. Moreover, the studies utilized experiments, questionnaires, and evaluation studies for evaluating the immersive experiences. The evaluations show improved performance and engagement, but also point to various usability issues. Finally, we discuss implications and future research directions, and compare our findings with related review studies
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