A significant proportion of research in the field of tangible interaction involves children. A common aspiration is to offer benefits through tangibility, related to ease of use a...
Bieke Zaman, Vero Vanden Abeele, Panos Markopoulos...
Based on research that studied the challenges and difficulties faced by students taking games studies and game design courses, we propose that, while many students enrolled in gam...
Growing up is in large measure learning about the world and our social and linguistic environment. We might call this data mining, although it is far more multimodal and immersive...
Unlike traditional game playing, General Game Playing is concerned with agents capable of playing classes of games. Given the rules of an unknown game, the agent is supposed to pla...
The design and development of social robots that interact and assist people in daily life requires moving into unconstrained daily-life environments. This presents unexplored meth...
Fumihide Tanaka, Javier R. Movellan, Bret Fortenbe...