Rui Prada

ORCID: 0000-0002-5370-1893
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About
Contact & Profiles
Research Areas
  • Social Robot Interaction and HRI
  • Artificial Intelligence in Games
  • Digital Games and Media
  • Educational Games and Gamification
  • Multi-Agent Systems and Negotiation
  • Human Motion and Animation
  • Evolutionary Game Theory and Cooperation
  • Reinforcement Learning in Robotics
  • Opinion Dynamics and Social Influence
  • AI in Service Interactions
  • Virtual Reality Applications and Impacts
  • Teaching and Learning Programming
  • Speech and dialogue systems
  • Innovative Human-Technology Interaction
  • Language and cultural evolution
  • Psychology of Social Influence
  • Evacuation and Crowd Dynamics
  • Child Development and Digital Technology
  • Ethics and Social Impacts of AI
  • Innovative Teaching and Learning Methods
  • Online Learning and Analytics
  • Social Power and Status Dynamics
  • Death Anxiety and Social Exclusion
  • Emotions and Moral Behavior
  • Personality Traits and Psychology

Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento
2016-2025

University of Lisbon
2016-2025

Instituto Politécnico de Lisboa
2001-2024

Instituto Superior Técnico
2015-2024

Institute for Systems Engineering and Computers
2019-2022

Francisco de Paula Santander University
2019

Lusíada University of Lisbon
2014-2017

National Institute of Informatics
2014

Institute of Electrical and Electronics Engineers
2014

Regional Municipality of Niagara
2014

This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work European flagship project on game technologies, it presents set advanced AI components that enable pedagogical affordances and can be easily reused across wide diversity engines platforms. Serious functionalities include player modelling (real-time facial emotion recognition, automated difficulty adaptation, stealth assessment), natural language processing (sentiment...

10.1007/s10639-019-09968-2 article EN cc-by Education and Information Technologies 2019-07-30

The utilization of game elements in a non-game context is currently used vast range different domains. However, research on elements’ effects cognitive tasks still sparse. Thus, this study we implemented three elements, namely, progress bar, level indicator, and thematic setting, working memory training task. We evaluated the impact user performance perceived state flow when compared to conventional version Participants interacting with showed higher scores task than participants from...

10.17083/ijsg.v2i1.60 article EN cc-by-nc-nd International Journal of Serious Games 2015-02-10

Providing social robots an internal model of emotions can help them guide their behaviour in a more humane manner by simulating the ability to feel empathy towards others. Furthermore, growing interest creating that are capable collaborating with other humans team settings provides opportunity explore another side human emotion, namely, group-based emotions. This paper contributes first on robotic partners. We defined for allowed us create two distinct characters express either individual or...

10.1145/3171221.3171252 article EN 2018-02-26

This Special Interest Group (SIG) explores the transformative impact of Generative Artificial Intelligence (GenAI) on Human-Computer Interaction (HCI) research processes. The theme here is to answer "question zero": when use and refrain from using AI tools during cycle? discussion guided by five phases commonly used in HCI: planning, prototyping, data collection, analysis synthesis, dissemination communication. We investigate how GenAI accelerates project cycles, enhances reproducibility,...

10.1145/3613905.3643977 article EN 2024-05-11

Humans have a tendency to consider media devices as social beings. Social agents and artificial opponents can be examined one instance of this effect. With today's technology it is already possible create that are perceived socially present. In paper, we start by identifying the factors influence perceptions presence in human-agent interactions. By taking these into account following previously defined guidelines for building present opponents, case study was created which robot plays Risk...

10.1145/2556288.2557180 article EN 2014-04-26

10.1016/j.artint.2008.08.006 article EN publisher-specific-oa Artificial Intelligence 2008-09-08

This paper explores the role of prosocial behaviour when people team up with robots in a collaborative game that presents social dilemma similar to public goods game. An experiment was conducted proposed which each participant joined robot and selfish robot. During 5 rounds game, player chooses between contributing goal (cooperate) or his individual (defect). The prosociality level only affects their strategies play as one always cooperates other defects. We user study at office large...

10.1109/hri.2019.8673299 article EN 2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI) 2019-03-01

Effectiveness of Serious Games (SG) depends very much on their capacity to provide the right balance be- tween gaming and educational experience. This require- ment raises challenges regarding realization in- telligence personalization. We aim overcome problems research fragmentation identify some main issues by presenting a summary relevant contributions from Artificial Intelligence Personal- ization, together with discussion future direc- tions. In this paper, we summarize approaches user...

10.1609/aiide.v8i5.12576 article EN Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2021-06-30

Play is a central aspect of childhood development, with games as vital tool to promote it. However, neurodivergent children, especially those in neurodiverse environments, are underserved by HCI research. Most existing work takes on top-down approach, disregarding interest for the majority design process. Co-design often proposed create truly accessible and inclusive gaming experiences. Nevertheless, co-designing children within groups brings about unique challenges, such different...

10.1145/3597638.3614496 article EN 2023-10-19

State of the art agent-modelling tools support creation powerful Socially Intelligent Agents (SIAs) capable engaging in social interactions with participants various roles and environments. However, their deployment demands a laborious authoring task as it is necessary to manually define behaviour rules create content for different interaction scenarios. While research has centered on user experience, we shift focus authors. To understand challenges faced by authors who these agents,...

10.1145/3711672 article EN ACM Transactions on Interactive Intelligent Systems 2025-01-28

The blooming growth of interest in Serious Games (SG) over the last decade spread its applicational areas into an extremely wide and fragmented domain. As a consequence, it is difficult to create complete panorama snapshot regarding application SGs. With this work we contribute de-fragmentation domain Personal Social Learning & Ethics(PSLE). We established shared vocabulary with creation detailed taxonomy based on which carried out two surveys analyze 1) current status, trends gaps 2)...

10.1016/j.procs.2012.10.058 article EN Procedia Computer Science 2012-01-01

The theory, models and architectures of intelligent agents are based loosely on the theory intentions from Bratman resulting in so-called BDI agents. Although this functions well for single it has been long recognized that approach falls short multi-agent systems. It lacks appropriate social aspects to make natural interaction possible. original concept was a (simple) idea how people reason about actions. We propose we go back foundation acknowledge core beings. I.e. don't function as...

10.5555/2615731.2617431 article EN Adaptive Agents and Multi-Agents Systems 2014-05-05

Although Science, Technology, Engineering, and Mathematics (STEM) are essential for the development of society, men hugely outnumber women in majority STEM fields higher education, a factor that hinders inclusion restricts possibility having different points-of-view. Previous studies indicate multiple causes low female motivation degrees careers, which inspired several initiatives to increase interest STEM. A proven way captivate an audience change its attitude is heroic narrative model,...

10.1109/access.2024.3360376 article EN cc-by-nc-nd IEEE Access 2024-01-01

This work addresses the challenge of creating virtual agents that are able to portray culturally appropriate behavior when interacting with other or humans. Because culture influences how people perceive their social reality it is important have agent models explicitly consider elements, such as existing relational factors. We addressed this necessity by integrating into a novel model for simulating human behavior. With model, we operationalized particular dimension culture—individualism...

10.1007/s10458-015-9312-6 article EN cc-by Autonomous Agents and Multi-Agent Systems 2015-10-19
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