Serious Game
Games designed for a purpose beyond entertainment, such as assessment, rehabilitation, training and learning.
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Artificial intelligence for brain cancer management: multimodal digital workflows for diagnosis, treatment planning, and longitudinal monitoring
G Saibaba, O Giwa, TC Booth, T Kisková-Šimková, A Uka, F Skuka, B Javed, D Ferreira, SS Ferreira, J Sengupta, M Karaman, GF Calvo, X Li, TL Mitrović, A Occhipinti, C Angione, N Missaoui, M Frenkel‐Morgenstern
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To Balance Competitive Games Using a Multi-objective Coevolutionary Approach
S Raj, A Garrard, R Mckendrick, B Feest, K Deb
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Scalability via Sparsity in Stackelberg Security Games: An Augmented Decision Space Approach
A Żychowski, A Gupta, YS Ong, J Mańdziuk
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MazeMate: An LLM-Powered Chatbot to Support Computational Thinking in Gamified Programming Learning
C Hou, H Yu, G Zhu, JD Anas, J Liu, YS Ong
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Does Changing the Game Metaphor Change the Assessment?
Y Zhou, YZ Hu, Z Xu, J Wu, M Chignell
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Comparing and Contrasting N-Back and Self-Directed Memory Selection, as Measures of Working Memory
Y Zhou, YZ Hu, Z Xu, J Wu, M Chignell
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Do Cognitive Speed and Executive Functions Follow the Expected Age Trajectory for Fluid Intelligence?
M Chignell, Y Zhou, YZ Hu, J Seok, Z Xu, J Wu
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Augmented Decision Spaces for Stackelberg Security Games: Sparse evolution begets scalability
A Żychowski, A Gupta, YS Ong, J Mańdziuk
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A Competitive Game-Based Learning Approach to Facilitate Students’ Engagement in AI Learning
T Dong, KW Yau, CS Chai, TKF Chiu, H Meng, I King, SWH Wong, Y YAM
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HoleyMoley: A Cognitive Assessment for Emotion Recognition in Virtual Reality
A Lenyshyn, YZ Hu, M Chignell, AT Mariakakis
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Promoting Physical Activity With Augmented Reality Experiences
M Chignell, D Barton, L Fannin, JL Estey, D Maillet, C Lovens, J Jbilou. Cited by 1
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Extended Generative Adversarial Imitation Learning for Autonomous Agents in Minecraft Game
HJ Moon, SB Cho