2,533 research outputs found

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Adaptive Interfaces for Massively Multiplayer Online Games

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    Massively multi-player online role-playing games (MMORPGs), such as World of Warcraft, have become very popular in recent years. These types of games typically feature rich and complex game environments, enabling more engaging game-play experiences. However, the complexity of the underlying game systems can also result in increased interface complexity, which may diminish player enjoyment - a major element of players' game experience. Players may customise their in-game interfaces to deal with this type of complexity and hence improve their performance, but the challenges associated with manual interface customisation may prevent some players from effectively personalising their own game interface. Players' behavioural models can be used to provide a means of determining potential player in-game behaviour, thus allowing for the automatic adaptation of game interfaces to better suit player needs. This thesis aims to determine whether player-modelled adaptive interfaces can improve players' game experience in MMORPGs. A survey of MMORPG players was conducted to determine which aspects of player experience may be impacted by interface modification. The findings of this study informed the development of an adaptive interface feedback system which aimed to provide players with relevant information, in order to improve their game experience. This prototype system was then evaluated, in order to determine the impact of the developed system on players' game experience

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    A Resource-Aware and Time-Critical IoT Framework

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    Internet of Things (IoT) systems produce great amount of data, but usually have insufficient resources to process them in the edge. Several time-critical IoT scenarios have emerged and created a challenge of supporting low latency applications. At the same time cloud computing became a success in delivering computing as a service at affordable price with great scalability and high reliability. We propose an intelligent resource allocation system that optimally selects the important IoT data streams to transfer to the cloud for processing. The optimization runs on utility functions computed by predictor algorithms that forecast future events with some probabilistic confidence based on a dynamically recalculated data model. We investigate ways of reducing specifically the upload bandwidth of IoT video streams and propose techniques to compute the corresponding utility functions. We built a prototype for a smart squash court and simulated multiple courts to measure the efficiency of dynamic allocation of network and cloud resources for event detection during squash games. By continuously adapting to the observed system state and maximizing the expected quality of detection within the resource constraints our system can save up to 70% of the resources compared to the naive solution

    Empirica: a virtual lab for high-throughput macro-level experiments

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    Virtual labs allow researchers to design high-throughput and macro-level experiments that are not feasible in traditional in-person physical lab settings. Despite the increasing popularity of online research, researchers still face many technical and logistical barriers when designing and deploying virtual lab experiments. While several platforms exist to facilitate the development of virtual lab experiments, they typically present researchers with a stark trade-off between usability and functionality. We introduce Empirica: a modular virtual lab that offers a solution to the usability-functionality trade-off by employing a "flexible defaults" design strategy. This strategy enables us to maintain complete "build anything" flexibility while offering a development platform that is accessible to novice programmers. Empirica's architecture is designed to allow for parameterizable experimental designs, reusable protocols, and rapid development. These features will increase the accessibility of virtual lab experiments, remove barriers to innovation in experiment design, and enable rapid progress in the understanding of distributed human computation.Comment: 36 pages, 6 figures. Accepted to Behavioral Research Methods. Behav Res (2021
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