AIMC Topic: Video Games

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A Deep Learning Approach to Estimate Multi-Level Mental Stress From EEG Using Serious Games.

IEEE journal of biomedical and health informatics
Stress is revealed by the inability of individuals to cope with their environment, which is frequently evidenced by a failure to achieve their full potential in tasks or goals. This study aims to assess the feasibility of estimating the level of stre...

Personalized Language Model Selection Through Gamified Elicitation of Contrastive Concept Preferences.

IEEE transactions on visualization and computer graphics
Language models are widely used for different Natural Language Processing tasks while suffering from a lack of personalization. Personalization can be achieved by, e.g., fine-tuning the model on training data that is created by the user (e.g., social...

Resist-as-Needed ADL Training With SPINDLE for Patients With Tremor.

IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society
Individuals with neurological disorders often exhibit altered manual dexterity and muscle weakness in their upper limbs. These motor impairments with tremor lead to severe difficulties in performing Activities of Daily Living (ADL). There is a critic...

Examining how gamers connect with their avatars to assess their anxiety: A novel artificial intelligence approach.

Acta psychologica
Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (M = 29.3 years, SD ...

PedBotLab: A Novel Video Game-Based Robotic Ankle Platform Created for Therapeutic Exercise for Children With Neurological Impairments.

Physical & occupational therapy in pediatrics
AIMS: Assess the potential benefits of using PedBotLab, a clinic based robotic ankle platform with integrated video game software, to improve ankle active and passive range of motion, strength, selective motor control, gait efficiency, and balance.

Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning.

Journal of behavioral addictions
BACKGROUND AND AIMS: Gaming disorder [GD] risk has been associated with the way gamers bond with their visual representation (i.e., avatar) in the game-world. More specifically, a gamer's relationship with their avatar has been shown to provide relia...

Self-orienting in human and machine learning.

Nature human behaviour
A current proposal for a computational notion of self is a representation of one's body in a specific time and place, which includes the recognition of that representation as the agent. This turns self-representation into a process of self-orientatio...

An adaptive reinforcement learning-based multimodal data fusion framework for human-robot confrontation gaming.

Neural networks : the official journal of the International Neural Network Society
Playing games between humans and robots have become a widespread human-robot confrontation (HRC) application. Although many approaches were proposed to enhance the tracking accuracy by combining different information, the problems of the intelligence...

Predicting Churn in Online Games by Quantifying Diversity of Engagement.

Big data
Understanding engagement patterns of users in online platforms, may it be games, online social networks, or academic websites, is a widely studied topic with many real-world applications and economic consequences. A holy grail in this area of researc...

Video gaming improves robotic surgery simulator success: a multi-clinic study on robotic skills.

Journal of robotic surgery
We aimed to investigate the effects of video game habits, duration of experience, and training in different surgical clinics on the success of robotic surgery simulators. In this prospective, observational, comparative, and multi-clinical study, all ...