Computer Science, Cybernetics

Article Computer Science, Cybernetics

Using provenance data and imitation learning to train human-like bots

Lauro Victor Ramos Cavadas, Sidney Melo, Troy Costa Kohwalter, Esteban Clua

Summary: Nonplayer Characters are becoming more realistic in their actions and behaviors due to advancements in gaming technology and the demand for enhanced NPCs. This work proposes a method for training an NPC using the Generative Adversarial Imitation Learning framework to mimic human player behavior, with validation tests conducted in the DodgeBall game environment.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

Correlation analysis of structural characteristics of table tennis players' hitting movements and hitting effects based on data analysis

Yanke Chen, Lan Li, Xiaodong Li

Summary: The increase in table tennis ball size and the decrease in ball speed and rotation speed have posed new challenges to the body strength and hitting action stability of table tennis players. Improving body strength can enhance ball rotation speed, stability, and accuracy. Basic skills training has played a positive role in table tennis.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

Predicting stress levels for smartphone users using transfer learning induced residual net

Sriparna Saha, Lidia Ghosh

Summary: Smartphone usage has become integral to our daily lives, but prolonged screen exposure may have negative effects on mental health. This study utilizes a Convolutional Neural Network to analyze facial expressions and recognize users' stress levels, while also addressing the issue of overfitting.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

From reader to experiencer: Design and evaluation of a VR data story for promoting the situation awareness of public health threats

Qian Zhu, Linping Yuan, Zian Xu, Leni Yang, Meng Xia, Zhuo Wang, Hai-Ning Liang, Xiaojuan Ma

Summary: This study examines the potential of using virtual reality data stories to raise people's situation awareness of health risks. The results show that the data stories can promote situation awareness by enhancing people's connection to risky situations.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

The media inequality, uncanny mountain, and the singularity is far from near: Iwaa and Sophia robot versus a real human being

Johan F. Hoorn, Ivy S. Huang

Summary: The design of artificial intelligence and robotics typically assumes that adding more humanlike features can enhance the user experience, but this is often met with suspicion due to uncanny effects. This study brings together three theories - Media Equation, Uncanny Valley theory, and the Singularity - and empirically tests them for the first time. The results show that human-likeness is not determined by appearance or behavior, but by the attributed qualities of being alive. This challenges the previous theories and suggests a focus on machines that function adequately.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Comparison of visitor experiences of virtual reality exhibitions by spatial environment

Seung Jin Chung, So Yeon Kim, Ki Han Kim

Summary: This study investigated the impact of spatial environment on user experience in VR exhibitions, finding that virtuality-based environments induce more active movements while reality-based environments provide a more comfortable feeling and better communication.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Review Computer Science, Cybernetics

Game-based learning approach in computer science in primary education: A systematic review

Maja Videnovik, Ana Madevska Bogdanova, Vladimir Trajkovik

Summary: This paper reviews the current situation and trends of game-based learning implementation in primary education computer science. It analyzes articles published from 2017 to 2021 and provides insight into different types of games and their applications in education. Future research can explore the application of game-based approaches in learning other computer science topics or evaluate learning effectiveness through game design.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

Robotic technology for Parkinson's disease: Needs, attitudes and concerns of individuals with Parkinson's disease and their family members. A focus group study

Azriel Kaplan, Shirel Barkan-Slater, Yair Zlotnik, Shelly Levy-Tzedek

Summary: Parkinson's disease is a neurodegenerative disorder that affects millions of people worldwide, and its incidence is expected to rise due to the aging of the global population. Exploring new technological interventions, such as social assistive robots, is important for supporting individuals with Parkinson's disease. This study aimed to understand the needs, expectations, and attitudes of individuals with Parkinson's disease and their family members toward social assistive robots.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Estimating human sensitivity to curving of segmented paths within room-size environment

Huiyu Li, Linwei Fan, Chengwei Yang, Yongxia Zhang

Summary: This study evaluates human perception of curvature gain under different virtual path conditions using a novel psychophysical method of limits. The results show that the direction and length of the curved path can impact human perception, and longer pre-order paths can increase the ability to adapt to the post-order path.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Review Computer Science, Cybernetics

Why people watch user-generated videos? A systematic review and meta-analysis

Tin Trung Nguyen, Ekant Veer

Summary: This study applies a meta-analytic approach to synthesize the determinants of user-generated video (UGV) viewership. The findings reveal that attitude, entertainment, information seeking, and social interaction significantly influence UGV consumption. However, research on the features of UGVs and hosting platforms is lacking.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

DeepThInk: Designing and probing human-AI co-creation in digital art therapy

Xuejun Du, Pengcheng An, Justin Leung, April Li, Linda E. Chapman, Jian Zhao

Summary: This paper introduces an AI-infused art-making system called DeepThInk, which investigates the potential of introducing AI into art therapy. By collaborating with art therapists, the system offers tools that lower the expertise threshold for art-making and improve users' creativity and expressivity. The insights gathered from expert reviews and user evaluations shed light on future design in relevant domains.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Do stakeholder needs differ? - Designing stakeholder-tailored Explainable Artificial Intelligence (XAI) interfaces

Minjung Kim, Saebyeol Kim, Jinwoo Kim, Tae-Jin Song, Yuyoung Kim

Summary: This study investigates the differences in explanation needs between clinicians and patients in the healthcare domain, and designs corresponding explanation interfaces for each group. The results demonstrate that there are diverse motivations and requirements for seeking explanations among different stakeholders, and the designed interfaces effectively address these needs.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA

Yukiko Sato, Stefan Bruckner, Jin Michael Splichal, Ikumi Waragai, Shuichi Kurabayashi

Summary: This study examines the implementation of random reward mechanisms (RRMs) in four regions and identifies overall trends as well as regional characteristics of RRM design. The results suggest that RRM designs in Japan show higher coherence compared to other regions.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

Streamlined approach to 2nd/3rd graders learning basic programming concepts

Milan D. Adamovic, Dragan V. Ivetic

Summary: The study suggests that using analogies to daily life, such as traffic, in teaching basic programming concepts to schoolchildren can enhance their learning and understanding. Developing a simple video game can also help students grasp programming concepts better. The results of the study show that the test group performed better in terms of scores, especially in questions featuring basic programming concepts.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

Unlocking the potential of technology usage in fostering education quality and students' satisfaction: a case of Pakistani higher education

Maryam Ikram, Husaina Banu Kenayathulla, Syed Muhammad Umer Saleem

Summary: This study aims to explore the levels of education quality, technology usage, and student satisfaction in Pakistani private higher education institutions (HEIs). The findings suggest that Pakistani private HEIs have a medium level of education quality, technology usage, and student satisfaction. Furthermore, education quality positively affects student satisfaction, while technology usage negatively affects education quality and student satisfaction as a moderator.

KYBERNETES (2023)

Article Computer Science, Cybernetics

Uncovering latent profiles of internet, smartphone and gaming use among young adults and their relationships with psychosocial risk factors

Chiara Remondi, Antonino La Tona, Adriano Schimmenti, Gianluca Lo Coco, Angelo Compare, Agostino Brugnera

Summary: This study examined problematic internet use behaviors among internet users aged 18-24 and identified a small subgroup that may need tailored intervention to improve their psychological well-being.

BEHAVIOUR & INFORMATION TECHNOLOGY (2023)

Article Computer Science, Cybernetics

Effects of Constant and Time-Varying Display Lag on DVP and Cybersickness When Making Head-Movements in Virtual Reality

Stephen Palmisano, Robert S. Allison, Rodney G. Davies, Peter Wagner, Juno Kim

Summary: In this study, the impact of display lag on the differences between virtual and physical head pose in VR was examined, and the predictive value of DVP on cybersickness was investigated. The results showed that different types of added lag generated similar levels of cybersickness, and participants' DVP reliably predicted the severity of cybersickness.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

The nexus of knowledge management processes and innovation performance: the moderates of big data analytical

Shadi Abualoush

Summary: This study aims to investigate the impact of knowledge management processes on innovation performance in the Jordanian medical sector (private hospitals), and examine the moderating role of big data analytics in this relationship. The empirical results indicate that knowledge management processes significantly influence innovation performance, and big data analytics moderates the relationship between knowledge management processes and innovation performance. The limitations of this study include the focus on a single country and industry, and the findings provide valuable insights for leaders in Jordan's medical sector.

KYBERNETES (2023)

Article Computer Science, Cybernetics

Not all information security-related stresses are equal: the effects of challenge and hindrance stresses on employees' compliance with information security policies

Hao Chen, Yuge Hai, Lyu Tu, Jiajia Fan

Summary: The study found that hindrance SRS had a negative effect on employees' intention to comply with ISPs, while challenge SRS motivated employees to comply with ISPs. Prevention focus positively moderated the relationship between hindrance SRS and compliance intention, while promotion focus positively moderated the relationship between challenge SRS and compliance intention.

BEHAVIOUR & INFORMATION TECHNOLOGY (2023)

Article Computer Science, Cybernetics

Illuminating muscle memory's sinister side: a social media case study

Mariliza Kontogeorgou, Christof van Nimwegen, Alkim Almila Akdag Salah

Summary: This paper investigates the effects of muscle memory within Instagram and finds that it can be applied as a dark pattern in specific UX interface changes.

BEHAVIOUR & INFORMATION TECHNOLOGY (2023)