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I-Mouse framework comprises four steps: (a) Feature generation for identifying cognitive states, (b) Partition clustering for player state modeling, (c) Data balancing of the clustered data, and (d) Classification to predict the need for assistance.
Jun 14, 2021
Jun 12, 2021 · We present I-Mouse, a framework for predicting the need for player assistance in educational serious games through a combination of eye and mouse-tracking data.
I-Mouse framework comprises four steps: (a) Feature generation for identifying cognitive states, (b) Partition clustering for player state modeling, (c) Data ...
Jun 14, 2021 · I-Mouse framework comprises four steps: (a) Feature generation for identifying cognitive states, (b) Partition clustering for player state ...
Apr 25, 2024 · Assistance in Germany · Ukrainian Global University ... I-Mouse: A Framework for Player Assistance in Adaptive Serious Games.
Mar 7, 2024 · This review aims to map the use of serious games in professional training, verify which forms of adaptation are used, relate their adaptation to ...
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Personalized and adaptive serious games. A Streicher, JD Smeddinck ... I-mouse: A framework for player assistance in adaptive serious games. R ...
Sep 14, 2020 · In this paper, we present SeGaAdapt, an adaptive framework that is based on a Hidden Markov Model (HMM) algorithm for providing dynamic user-assistance and ...
2022. I-mouse: A framework for player assistance in adaptive serious games. R Lalwani, A Chouhan, V John, P Sonar, A Mahajan, N Pendyala, ... International ...
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Personalized and adaptive serious games. A Streicher, JD Smeddinck ... I-mouse: A framework for player assistance in adaptive serious games. R ...