We analyze the antecedents of affective states in a simulation problem-solving environment, The Incredible Machine: Even More Contraptions, through quantitative field observations ...
Ryan Shaun Joazeiro de Baker, Ma. Mercedes T. Rodr...
The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative affects of disorientation or the conspicuous application of architectural prin...
Nicola J. Bidwell, Colin Lemmon, Mihai Roturu, Chr...
One of the reasons for organizing robotic games is that they allow researchers to evaluate their systems and approaches on a level playing field. This evaluation is important in a...
In this work we tackle the following problem: given a timed automaton, and a target set F of configurations, restrict its transition relation in a systematic way so that from ever...
The design of deterministic and fair mechanisms for selection among a set of self-motivated agents based solely on these agents' input is a major challenge in multiagent syst...