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Video game

Related publications (86)

Understanding and Enhancing Digital Wellbeing Dimensions: Empirical Studies on Smartphone Usage Patterns and Recommendations of Micro-Informative Content

Rania Islambouli

Digital technology has become an integral part of our lives, offering various benefits from communication and entertainment to education and productivity. However, its pervasive use has also raised concerns about its potential negative impact on users' wel ...
EPFL2024

Phantom Curves: Scientific Discovery through Interactive Music Visualization

Fabian Claude Moss, Daniel Harasim

We introduce phantom curves, a novel music-theoretical concept based on the discrete Fourier transform (DFT), and document the creative process that led to their discovery. In particular, we emphasize the importance of interactive web applications for musi ...
ACM2022

WeChat as an unavoidable research tool for fieldwork, and its problems

Mengke Zhang

I did not use WeChat as my main method or main source of materials, but I realized that during my fieldwork in China, I did use WeChat very often to help me collect data, and I see the potential of using WeChat as an increasingly important method for furth ...
2022

Introducing Productive Engagement for Social Robots Supporting Learning

Jauwairia Nasir

We have all been one such student or seen such students who can maintain the 'good student' image while playing a video game under the table or those loyal backbenchers, seemingly always distracted, who then ace their exams. These intricacies of human beha ...
EPFL2022

Redefining Access to Large Audiovisual Archives through Embodied Experiences in Immersive Environments: Creativity & Cognition 2022 - Graduate Student Symposium

Giacomo Alliata

Audiovisual archives are the mnemonic archives of the 21st century, with important cultural institutions increasingly digitizing their video collections. However, these remain mostly inaccessible, due to the sheer amount of content combined with the lack o ...
Association for Computing Machinery (ACM)2022

How do visual skills relate to action video game performance?

Michael Herzog, Aline Françoise Cretenoud, Oh-Hyeon Choung, Arthur Barakat

It has been claimed that video gamers possess increased perceptual and cognitive skills compared to non-video gamers. Here, we examined to which extent gaming performance in CS:GO (Counter-Strike: Global Offensive) correlates with visual performance.We tes ...
2021

Towards Recognizing Emotion in the Latent Space

Rayan Elalamy

Emotion recognition is usually achieved by collecting features (physiological signals, events, facial expressions, etc.) to predict an emotional ground truth. This ground truth is arguably unreliable due to its subjective nature. In this paper, we introduc ...
IEEE2021

Individual differences in visual (mis)perception: a multivariate statistical approach

Aline Françoise Cretenoud

Common factors are omnipresent in everyday life, e.g., people who do well in one cognitive test are likely to perform well in other cognitive tests as well, and vice versa. In vision, however, there seems to be a multitude of specific factors rather than a ...
EPFL2021

Tracing Embodied Narratives of Critical Thinking

Aditi Kothiyal, Shitanshu Mishra

Critical Thinking (CrT) is generally characterized as an abstract thinking process, detached from the (bodily) actions one engages in during the process. Though recent cognitive theories assert that all thinking is action-based, the embodied and distribute ...
SPRINGER INTERNATIONAL PUBLISHING AG2021

Detecting Compensatory Motions and Providing Informative Feedback During a Tangible Robot Assisted Game for Post-Stroke Rehabilitation

Pierre Dillenbourg, Friedhelm Christoph Hummel, Barbara Bruno, Maximilian Jonas Wessel, Ayberk Özgür, Hala Khodr

Gamified rehabilitation tackles the problem of keeping patients engaged in, and motivated to do physical rehabilitation to improve its efficacy. However, with respect to standard rehabilitation, patients are freer to move about and may compensate their mot ...
IEEE2021

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