Personality traits are essential parts of human behavior analysis and may be applied in scientific domains like job screening. Nowadays, organizations utilize self-assessment methodologies to evaluate people or groups...
ISBN:
(纸本)9783031490644;9783031490651
Personality traits are essential parts of human behavior analysis and may be applied in scientific domains like job screening. Nowadays, organizations utilize self-assessment methodologies to evaluate people or groups to establish productive teams. Even though study has been done on questionnaires and other self-assessment techniques to profile a candidate or an employee, they are frequently mundane and repetitive. In this study, we present a serious 3D Escape Room game with the goal of analyzing behaviors based on the OCEAN Five Personality Traits model. This model encompasses an individual's behavior on five dimensions: openness, conscientiousness, extraversion, agreeableness, and neuroticism. We created corresponding rooms to monitor the player's gameplay style to develop customized models that assess personalities. These models use gameplay data generated by deep reinforcement learning agents that emulate human behavior, as a ground truth for each trait. Undergraduate and postgraduate students from Greece and Italy took part in our preliminary study and the game results are correlated with the baseline established by weighted questionnaires. The results show that there is indeed a correlation between the profiles from the questionnaires and the game.
Video games are complex and interdisciplinary objects. For a comprehensive analysis it is essential to have a classification that describes and includes all the game aspects and their interactions with the player. Thi...
ISBN:
(纸本)9783031490644;9783031490651
Video games are complex and interdisciplinary objects. For a comprehensive analysis it is essential to have a classification that describes and includes all the game aspects and their interactions with the player. This paper provides a holistic approach with focus on general functional entities, the elements of video games and their relations and associations. The basic idea is a subdivision of video games into meaningful individual game aspects, into elements which belong to one or more classes on the basis of terms and definitions. Based on these element associations, the game itself can be classified as a whole, analyzed and compared on an abstract level.
Knowledge tracing (KT) is a research area of predicting students' knowledge states using their interaction data, such as concepts, questions, and responses. Most deep learning-based KT models have suffered from at...
ISBN:
(纸本)9783031630309;9783031630316
Knowledge tracing (KT) is a research area of predicting students' knowledge states using their interaction data, such as concepts, questions, and responses. Most deep learning-based KT models have suffered from attributions of KT datasets such as the data sparsity, changeability of the knowledge state, and educational domain. Recently, most KT models use attention mechanisms to solve these problems. However, few studies tried to redesign the attention mechanism to restrict coverage of the local receptive field, for which the model can optimize to find the latent representation locally and globally in the students' interaction. In this study, we propose MonaCoBERT, with a redesigned attention mechanism by combining monotonic attention (MA) and spanbased dynamic convolution (SDC), in order to represent global and local features together and to apply students' forgetting. As a result, MonaCoBERT achieves remarkable performance on most benchmark datasets. In addition, we used a classical test-theory-based embedding strategy to reflect the difficulty degree of knowledge concepts. We conducted ablation studies and further analysis to explain the remarkable performance of our model quantitatively. The analysis results demonstrate that SDC and MA complement one another. We also demonstrate that our model represents the relationship between concepts.
In this work, we investigate if two essential properties in electronic voting, coercion-resistance and cast-as-intended verifiability, can be jointly achieved in settings where voters are (very) limited from a computa...
ISBN:
(纸本)9783031488054;9783031488061
In this work, we investigate if two essential properties in electronic voting, coercion-resistance and cast-as-intended verifiability, can be jointly achieved in settings where voters are (very) limited from a computational point of view. This may be the case in elections where voters use a voting station or webpage to cast their votes but do not have specialized software or devices to perform complicated cryptographic operations (for instance, to verify zero-knowledge proofs or to generate one-way trapdoors). We provide a solution where the only things voters have to do are: remember and compare strings of numbers, on the one hand, and press a button at the appropriate moment, on the other hand. This button activates the participation of an online entity, which is trusted to choose a random nonce for each voter and to publish it only when that voter presses the button (and not before). The most expensive part of the verification is an OR proof of knowledge, which can be done by any (powerful enough) external verifier.
Here we study some restrictions and extensions of deterministic and nondeterministic finite automata with translucent letters (DFAwtl and NFAwtl). On the one hand, we restrict the cardinality of the sets of translucen...
ISBN:
(数字)9783031661594
ISBN:
(纸本)9783031661587;9783031661594
Here we study some restrictions and extensions of deterministic and nondeterministic finite automata with translucent letters (DFAwtl and NFAwtl). On the one hand, we restrict the cardinality of the sets of translucent letters, while, on the other hand, we introduce finite automata for which each state has an associated set of words that are translucent for that state. Here we require that each such set is a finite prefix code. We expect that, based on the cardinality of the sets of translucent words and the length of the longest word admitted in any set of this form, a strictly increasing two-dimensional hierarchy of language classes is obtained. In addition, we study closure and non-closure properties for the resulting language classes.
This study investigates the efficacy of Augmented Reality (AR) in enhancing attention restoration, leveraging the conceptual framework of Attention Restoration Theory (ART) within a digitally crafted narrative space c...
ISBN:
(纸本)9783031610462;9783031610479
This study investigates the efficacy of Augmented Reality (AR) in enhancing attention restoration, leveraging the conceptual framework of Attention Restoration Theory (ART) within a digitally crafted narrative space centered around a bonfire scene. Through the innovative application of AR technology, using Unity software, the research explores the addition of virtual characters to this narrative space and its impact on improving attention recovery. Employing a controlled experimental design, participants were divided into two groups to assess the restorative effect facilitated by the presence or absence of virtual characters within the AR environment. The Perceived Restorativeness Scale (PRS) was utilized to quantify attention restoration levels, offering empirical evidence to test the hypothesis that virtual characters significantly enhance the restorative experience. The findings contribute to the interdisciplinary fields of cognitive rehabilitation and digital therapeutics, underscoring the potential of AR as a powerful tool in creating immersive, therapeutic environments that support mental well-being. This research not only expands our understanding of AR's application in psychological restoration but also delineates a novel approach to integrating digital narrative spaces with therapeutic objectives, paving theway for future innovations in mental health interventions.
There are several works that already exist in the context of persistent homology for Topological Musical Data Analysis, and we can cite [2] and [3] among others: in each one of these works, the main problem is to find...
ISBN:
(纸本)9783031606373;9783031606380
There are several works that already exist in the context of persistent homology for Topological Musical Data Analysis, and we can cite [2] and [3] among others: in each one of these works, the main problem is to find how we can associate a point cloud with a musical score, that is a set of points with a metric. This paper proposes to combine persistent homology with a symbolic representation of musical structures given by the Discrete Fourier Transform to answer this question: the points are the musical bars and the metric is given by the DFT in dimension two. We start with the mathematical background, and the main goal of this paper is thus to support the use of the DFT in this context, by extracting barcodes from artificially constructed scores based on Tonnetze, and then recovering topological features.
Video games have always had a significant impact on society, going beyond mere entertainment to become a cultural force that influences how we interact, learn, and perceive the world. This study explores how personali...
ISBN:
(纸本)9783031613616;9783031613623
Video games have always had a significant impact on society, going beyond mere entertainment to become a cultural force that influences how we interact, learn, and perceive the world. This study explores how personalization and immersion affect decision-making in Visual Novels, a virtual environment that is often overlooked in research despite its importance. By incorporating moral aspects into decision-making and offering both personalized and non-personalized narrative options, the study aims to uncover potential connections between the types of choices players make, their sense of immersion, and the level of personalization. Two groups of participants played a decision-making game, one experiencing personalized narratives and the other pre-defined stories. The findings suggest that participants in personalized environments tend to make more conservative choices, indicating a possible relationship between personalization and decision-making. The study emphasizes the intricate nature of player experiences in romantic visual novels, highlighting how individual preferences and cultural backgrounds influence the subjective experience. Additionally, the results indicate that factors such as age, familiarity with the genre, and attraction to specific characters may also influence decision-making processes.
The use of translucent input letters is a variant of a discontinuous input processing in automata. In detail, the automaton performs several sweeps from left to right on the input. Depending on the current state of th...
ISBN:
(数字)9783031661594
ISBN:
(纸本)9783031661587;9783031661594
The use of translucent input letters is a variant of a discontinuous input processing in automata. In detail, the automaton performs several sweeps from left to right on the input. Depending on the current state of the automaton, some symbols are visible and can be processed, whereas some other symbols are invisible, and may be processed in another sweep. We also distinguish between the returning and non-returning mode, which differ from the fact that a new sweep starts or not, respectively, immediately after processing a visible input symbol. Here, we investigate deterministic pushdown automata with translucent letters both in the returning and non-returning mode. It turns out that the families of the languages accepted by these two types of devices can properly be ranked between the deterministic context-free languages and the deterministic context-sensitive languages. Moreover, both families are incomparable with the families of Church-Rosser languages, context-free languages, and growing context-sensitive languages. Finally, we study the closure of both language families under the Boolean operations and we obtain for both families the closure under complementation, and the non-closure under union and intersection.
Reasoning work in both psychology and computerscience is often conceived in terms of drawing inferences over strings. This approach works reasonably well in some cases, but it is sometimes dramatically misleading due...
详细信息
ISBN:
(纸本)9783031552441;9783031552458
Reasoning work in both psychology and computerscience is often conceived in terms of drawing inferences over strings. This approach works reasonably well in some cases, but it is sometimes dramatically misleading due to the pervasive presence in natural language of interpretive factors that are not reflected transparently in surface form. The problem includes not only the well-known issues of ambiguity, polysemy, and sensitivity to pragmatic context, but also a much less-studied factor: compositional semantic interactions where one expression in a sentence influences the interpretation of another. In two case studies, I show that careful attention to natural language semantics is crucial in understanding valid and invalid patterns of reasoning, and in avoiding fallacies.
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