The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
Considering the high failure rate in the procedure of applying dental anesthesia, this paper presents the process of gamification of a simulator of this procedure. The objective of this serious game is to promote a more attractive learning strategy that encourages and at the same time evaluates training, reducing risks to patients. For this, it was conducted a literature review about serious games...
In this work, we present a network architecture to solve a supervised learning problem, the classification of a handwritten dataset, and a reinforcement learning problem, a complex First-Person Shooter 3D game environment. We used a Deep Neural Network model to solve both problems. For classification, we used a Softmax regression and cross entropy loss to train the network. To play the game, we used...
On electronic game platforms, different payment transactions have different levels of risk. Risk is generally higher for digital goods in e-commerce. However, it differs based on product and its popularity, the offer type (packaged game, virtual currency to a game or subscription service), storefront and geography. Existing fraud policies and models make decisions independently for each transaction...
This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to condition the patient to use a prosthesis before it is manufactured. Studies show that the time of adjustment for use of a real prosthesis is considerably high. This often brings immense dismay to those patients who are already psychologically depressed...
Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation...
This paper introduces a new video understanding dataset which can be utilised for the related problems of event recognition, localisation and description in video. Our dataset consists of dense, well structured event annotations in untrimmed video of tennis matches. We also include highly detailed commentary style descriptions, which are heavily dependent on both the occurrence as well as the sequence...
Encryption is often not sufficient to secure communication, since it does not hide that communication takes place or who is communicating with whom. Covert channels hide the very existence of communication enabling individuals to communicate secretly. Previous work proposed a covert channel hidden inside multi-player first person shooter online game traffic (FPSCC). FPSCC has a low bit rate, but it...
Computer graphics techniques for image generation are living an era where, day after day, the quality of produced content is impressing even the more skeptical viewer. Although it is a great advance for industries like games and movies, it can become a real problem when the application of such techniques is applied for the production of fake images. In this paper we propose a new approach for computer...
Within the field of computer and information security, there has been a relatively recent surge of interest on a multitude of topics, ranging from secure programming practices, protocols and algorithm design to cryptography and ethics. However, this body of research typically focuses on the implementation or theory of security controls and mechanisms at the application, operating system, network,...
This paper proposed an innovative education platform-VREX (Virtual Reality based Education eXpansion), with combination of online and offline, to improve the curriculum building and teaching experience. VREX is based on Virtual Reality (VR) and we believe VR can revolutionize the education ecosystem. With some trials, we found VR can be used to promote curriculum effectiveness in an immersive environment...
When looking at an image, humans shift their attention towards interesting regions, making sequences of eye fixations. When describing an image, they also come up with simple sentences that highlight the key elements in the scene. What is the correlation between where people look and what they describe in an image? To investigate this problem, we look into eye fixations and image captions, two types...
In this paper we report on our study of the performance of Deep Reinforcement Learning (DRL) agents in performing tasks that are illustrative for human Sensor Operators (SOs) in Remotely Piloted Aircraft Systems (RPASs). Our hypothesis is that the descriptive and predictive qualities of the agent's learning process potentially allow us to identify human task requirements, training needs, selection...
We introduce the first goal-driven training for visual question answering and dialog agents. Specifically, we pose a cooperative ‘image guessing’ game between two agents – Q-BOT and A-BOT– who communicate in natural language dialog so that Q-BOT can select an unseen image from a lineup of images. We use deep reinforcement learning (RL) to learn the policies of these agents end-to-end – from pixels...
This paper presents a serious game-based system for dance notation training named LabanDance. The system tracks the full body motion via Microsoft Kinect of the user while performing the movement according to the dancing score. The system provides two training modes which a practice mode and an examination mode. The practice mode is designed for users with less knowledge in the notation where movement...
The term gamification is a relatively new concept, but the use of games for solving a variety of problems is not a new phenomenon. Gamification is used in many industries such as marketing, politics, health, eniviroment. In education, gamification) is used as a tool to strengthen e-learning systems, motivate students to learn more effectively and engage more in the learning process. Moreover, games...
This paper summarizes the AAIA'17 Data Mining Challenge: Helping AI to Play Hearthstone which was held between March 23, and May 15, 2017 at the Knowledge Pit platform. We briefly describe the scope and background of this competition in the context of a more general project related to the development of an AI engine for video games, called Grail. We also discuss the outcomes of this challenge and...
In this paper, an approach to evaluating game states of a collectible card game Hearthstone is described. A deep neural network is employed to predict the probability of winning associated with a given game state. Encoding the game state as an input vector is based on another neural network, an autoencoder with a sparsity-inducing loss. The autoencoder encodes minion information in a sparse-like fashion...
The following article is created as a result of the AAIA'17 Data Mining Challenge: Helping AI to Play Hearthstone. The Challenge goal was to correctly predict which bot would win a bot-vs-bot Hearthstone match based on what was known at the given time. Hearthstone is an online two-players card game with imperfect information (unlike chess and go, and like poker), where the goal of one player is to...
The use of Gamification for the purpose of training and raising awareness has attracted considerable interest over the last years. However, the development of such solutions to use within the area of accessibility design has not been yet explored. In this paper, we present a proposed framework using Gamification as a method for engaging and motivating web designers to increase the adoption of the...
As of the early 20th century, a significant body of research has been published that shows how effective game-based learning and gamification techniques can be compared to other methods. However, creating games can be time consuming and usually demands a significant effort. Therefore, this paper focuses on the design and development of a novel framework for the rapid design of body-motion-based customizable...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.