- Artificial Intelligence in Games
- Digital Games and Media
- Reinforcement Learning in Robotics
- Tactile and Sensory Interactions
- Educational Games and Gamification
- Evolutionary Algorithms and Applications
- Multi-Agent Systems and Negotiation
- Computer Graphics and Visualization Techniques
- Virtual Reality Applications and Impacts
- Video Analysis and Summarization
- Augmented Reality Applications
- Interactive and Immersive Displays
- Innovative Human-Technology Interaction
- Human Motion and Animation
- Robotic Path Planning Algorithms
- EEG and Brain-Computer Interfaces
- Social Robot Interaction and HRI
- Computational Geometry and Mesh Generation
- Advanced Vision and Imaging
- Mind wandering and attention
- Advanced Image and Video Retrieval Techniques
- Sports Analytics and Performance
- Neural dynamics and brain function
- Functional Brain Connectivity Studies
- Autonomous Vehicle Technology and Safety
RMIT University
2015-2024
MIT University
2013-2023
Universidade Federal do Rio Grande do Sul
2021
The Royal Melbourne Hospital
2021
University of Bari Aldo Moro
2001-2006
The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination SportsHCI literature over the past years, many publications still focus on solving specific problems in given sport. We believe benefit generating fundamental knowledge for more broadly advance as whole. To achieve this, we aim identify grand challenges SportsHCI, which can help researchers practitioners developing...
Maintaining player immersion is a crucial step in making an enjoyable video game. One aspect of the level challenge game presents to player. To avoid mismatch between player's skill and game, which can result from traditional manual difficulty selection mechanisms (e.g. easy, medium, hard), Dynamic Difficulty Adjustment (DDA) has previously been proposed as means automatically detecting adjusting accordingly. This work contributes field DDA by proposing novel approach artificially...
The subjective experience of emotion is notoriously difficult to interpersonally communicate. We believe that technology can challenge this notion through the design neuroresponsive systems for interpersonal communication. explore "Neo-Noumena", a communicative system uses brain-computer interfacing and artificial intelligence read one's emotional states dynamically represent them others in mixed reality two head-mounted displays. In our study five participant pairs were given Neo-Noumena...
Destiny is, to date, the most expensive digital game ever released with a total operating budget of over half billion US dollars. It stands as one main examples AAA titles, term used for largest and heavily marketed productions in games industry. is blend shooter massively multi-player online game, has attracted dozens millions players. As persistent title, predicting retention churn crucial running operations but prediction not been attempted this type past. In paper, we present discussion...
Personalized video games have the potential to provide unique and meaningful experiences for player. User data taken from biosensors, questionnaires, or in-game performance can infer a player's psychological state, which relevant game features be adapted enhance player experience. This survey discusses types, elements, methods that been used thus far create adaptive in games. The specifically focuses on personalized nonplayer character (NPC) companions through adaptation. Studies using data,...
To promote empathy with people that have disabilities, we propose a multi-sensory interactive experience allows sighted users to embody having visual impairment whilst using assistive technologies. The experiment involves blindfolded participants interacting variety of sonification methods in order locate targets and place objects real kitchen environment. Prior the tests, enquired about perceived benefits increasing said from blind visually impaired (BVI) community. test empathy, adapted an...
Underlying humanity's social abilities is the brain's capacity to interpersonally synchronize. Experimental, lab-based neuropsychological studies have demonstrated that inter-brain synchrony can be technologically mediated. However, knowledge in deploying these technologies in-the-wild and studying their user experience, an area HCI excels in, lacking. With advances mobile brain sensing stimulation, we identify opportunity for investigate augmentation of synchrony. We designed "PsiNet,"...
This research proposes an evaluation of pitch-based sonification methods via user experiments in real-life scenarios, specifically vertical guidance, with the aim standardizing use audio interfaces AR guidance tasks. Using literature on assistive technology for people who are blind or visually impaired, we to generalize their applicability a broader population and different cases. We propose test series hand-navigation assessments users without visual feedback. Including feedback from...
The rise of movement-based design (MBD) is fueled by the integration computer technology into movement everyday. Departing from traditional interface design, MBD prioritizes natural interaction, SportsHCI, and health promotion through physical activity. This paradigm shift has led to innovations in experimental applications interaction techniques, including exergames, expressivity interactions soma-design. Various guidelines frameworks have been proposed for specific purposes, sports virtual...
Poor sleep has been acknowledged as an increasingly prevalent global health concern, however, how to design for promoting is relatively underexplored. We propose neurofeedback technology may potentially facilitate restfulness and onset, we explore this through the creation study of "Inter-Dream", a novel multisensory interactive artistic experience driven by neurofeedback. Twelve participants individually rested, augmented Inter-Dream. Results demonstrated: statistically significant...
This paper provides a review of existing approaches to using evolutionary algorithms (EA) during procedural terrain generation (PTG) processes in video games. A reliable PTG algorithm would allow game maps be created partially or completely autonomously, reducing the development cost and providing players with more content. Specifically, use EA raises possibilities control over process, as well ability tailor for individual users. In this we outline prominent that generation, describing...
Physical games involving the use of water or that are played in a environment can be found many cultures throughout history. However, these experiences have yet to see much benefit from advancements digital technology. With advances interactive technology is waterproof, we great potential for play. This paper provides guide commencing projects aim design and develop water-play experiences. A series interaction features provided as result reflecting on prior work well our own practice...
Imitating human-like behaviour in action games is a challenging but intriguing task Artificial Intelligence research, with various strategies being employed to solve the imitation problem. In this research we consider learning via Markov decision processes without explicitly given reward function, and perform by observing expert's demonstration. Individual players often have characteristic styles when playing game, method attempts find behaviours which make them unique. During play sessions...
Fault identification using the emitted mechanical noise is becoming an attractive field of research in a variety industries. It essential to rank acoustic feature integration functions on their efficiency classify different types sound for conducting fault diagnosis. The Mel frequency cepstral coefficient (MFCC) method was used obtain various sets current study. MFCCs represent audio signal power spectrum and capture timbral information sounds. objective this study introduce selection...
Understanding the interaction between cognitive load and features of video game play is important for accurate measurement application this psychological construct in both research industry scenarios to enhance player experience. A challenge within domain use measurements developed different areas games without first validating or testing reliability these tools. We present a holistic evaluation methods used measure during naturalistic gameplay commercially available sandbox game. This study...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personalized procedural content generation (PCG). vein, provide a concrete solution that personalizes game maps in top-down action-shooter to suit an individual player's preferences. The need PCG is steadily growing as player market diversifies, making it more difficult design will accommodate broad range preferences and skills. presented here, geometry map density within are represented generated...
Theme parks visits can be very playful events for families, however, waiting in the ride’s queues often cause of great frustration. We developed a novel augmented reality game to played theme park’s queue, and an in-the-wild study with X participants using log data interviews demonstrated that every minute playing was perceived same extent about 5 minutes not game. articulate design space researchers strategies designers aiming reduce time queues. With our work, we hope extend how use games...
Abstract In this paper, an investigation is conducted on the security issues in massive multiplayer games. A taxonomy framework for online cheating provided. Under proposed framework, classified and state of art counter‐cheating techniques are analysed with emphasis attacks that pose a considerable challenge to Copyright © 2008 John Wiley & Sons, Ltd.
This work proposes the use of immersive asymmetric collaboration as an assistive technology for people who are blind or visually impaired (BVI). Similar to tele-guidance (TG) systems, it is feasible transmit in-situ spatial information from perspective a BVI person wearing Augmented Reality (AR) headset be viewed by remote sighted Virtual (VR) headset. Through this collaborative guidance scenario, we expect guides may have better understanding environment, being immersed in its digital twin,...
Brain-computer interface (BCI) systems hold the potential to foster human flourishing and self-actualization. However, we believe contemporary BCI system design approaches unnecessarily limit these potentialities as they are approached from a traditional interaction perspective, producing command-response experiences. This article proposes go beyond “interaction” toward paradigm of human-computer integration. The this is demonstrated through three prototypes: Inter-Dream, that integrates...
Procedurally generating content for video games is gaining interest as an approach to mitigate rising development costs and meet users' expectations a broader range of experiences. This paper explores the use evolutionary algorithms aid in generation process, especially creation three-dimensional terrain. We outline prototype in-game terrain by compiling smaller height-map patches that have been extracted from sample maps. Evolutionary are applied this process using crossover mutation evolve...
Video games have a long history of use for educational and training purposes, as they provided increased motivation learning players. One the limitations using video in this manner is, players still need to be tested outside game environment test their outcomes. Traditionally, determining player's skill level competitive game, requires compete directly with each other. Through application Adaptive Training Framework, work presents novel method determine player after interaction game. This is...