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Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques
In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive...
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Using estimation of distribution algorithm for procedural content generation in video games
Content generation is one of the major challenges in the modern age. The video game industry is no exception and the ever-increasing demand for...
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Virtual reality content creation based on self-contained components in the e-learning domain: Re-using pattern-based vr content in different authoring toolkits
In the context of e-learning, it is challenging to incorporate emerging technologies, such as alternate reality games or Virtual Reality (VR), within...
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Investigating the potential of the semantic web for education: Exploring Wikidata as a learning platform
Wikidata is a free, multilingual, open knowledge-base that stores structured, linked data. It has grown rapidly and as of December 2022 contains over...
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Cogeneration of Innovative Audio-visual Content: A New Challenge for Computing Art
In recent years, computing art has developed rapidly with the in-depth cross study of artificial intelligence generated content (AIGC) and the main...
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A unified framework to catalogue and classify digital games based on interaction design and validation through clustering techniques
The digital games industry has grown exponentially due to the diversification of games and the increasing multiplicity of the user target base. The...
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Content Understanding
Content understanding, also known as content profile is similar to user profile. One is for better understanding of recommended content, and the... -
Short text topic modelling using local and global word-context semantic correlation
Nowadays, people use short text to portray their opinions on platforms of social media such as Twitter, Facebook, and YouTube, as well as on...
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Knowledge Creation
The first step in building a knowledge graph is creating knowledge from heterogeonous sources. First, we explain how to create terminological... -
Human–machine co-creation: a complementary cognitive approach to creative character design process using GANs
Recent advances in generative adversarial networks (GANs) applications continue to attract the attention of researchers in different fields. In such...
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Generative Adversarial Networks for Artificial Satellite Image Creation and Manipulation
In the research conducted and reported herein, we demonstrate the ability to generate and manipulate synthetic satellite images by employing a set of... -
Player-Oriented Procedural Generation: Producing Desired Game Content by Natural Language
Procedural Content Generation (PCG) plays a vital role in digital games and interactive media, using algorithms and rules to automatically generate... -
Hic sunt leones. User orientation as a design principle for emerging institutions on social media platforms
The phenomenon of missed interactions between online users is a specific issue occurring when users of different language games interact on social...
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Semantic enrichment of documents: a classification perspective for ontology-based imbalanced semantic descriptions
This article presents a novel framework for the semantic enrichment of documents, exploiting the hierarchical ontological knowledge of a domain in...
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The C3C Game: Serious Games and Community-Centered Design for Improved Pandemic Decision Making
Serious games have long been used in domains like defense, management, finance, and environmental protection to improve plans and procedures. In the... -
Augmented reality games in linguistic education: model of cultural concepts in the linguistic worldview of philology students
The research aims to prove the effectiveness of introducing linguoculturology, sociolinguistics, ethnolinguistics, pragmastilistics and...
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A framework for tailorable games: toward inclusive end-user development of inclusive games
One strategy toward universalizing play is enabling more people to develop their own games. In this paper, our efforts toward a framework for...
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Multimodal Content Generation
In this chapter, we will review the advances that are being made in this new field of multimodal content generation and also discuss several... -
Deep learning applications in games: a survey from a data perspective
This paper presents a comprehensive review of deep learning applications in the video game industry, focusing on how these techniques can be utilized...
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Playing Games with Ais: The Limits of GPT-3 and Similar Large Language Models
This article contributes to the debate around the abilities of large language models such as GPT-3, dealing with: firstly, evaluating how well GPT...