Goto

Collaborating Authors

 gamification


Can an AI-Powered Presentation Platform Based On The Game "Just a Minute" Be Used To Improve Students' Public Speaking Skills?

Higham, Frederic, Yuan, Tommy

arXiv.org Artificial Intelligence

This study explores the effectiveness of applying AI and gamification into a presentation platform aimed at University students wanting to improve their public speaking skills in their native tongue. Specifically, a platform based on the radio show, Just a Minute (JAM), is explored. In this game, players are challenged to speak fluently on a topic for 60 seconds without repeating themselves, hesitating or deviating from the topic. JAM has proposed benefits such as allowing students to improve their spontaneous speaking skills and reduce their use of speech disfluencies ("um", "uh", etc.). Previous research has highlighted the difficulties students face when speaking publicly, the main one being anxiety. AI Powered Presentation Platforms (AI-PPPs), where students can speak with an immersive AI audience and receive real-time feedback, have been explored as a method to improve student's speaking skills and confidence. So far they have shown promising results which this study aims to build upon. A group of students from the University of York are enlisted to evaluate the effectiveness of the JAM platform. They are asked to fill in a questionnaire, play through the game twice and then complete a final questionnaire to discuss their experiences playing the game. Various statistics are gathered during their gameplay such as the number of points they gained and the number of rules they broke. The results showed that students found the game promising and believed that their speaking skills could improve if they played the game for longer. More work will need to be carried out to prove the effectiveness of the game beyond the short term.


How Ukraine Gamified Drone Warfare

TIME - Tech

Ukrainian soldiers carry a Vampire drone after a training flight on Feb. 8, 2025. Ukrainian soldiers carry a Vampire drone after a training flight on Feb. 8, 2025. One afternoon this spring, Mykhailo Fedorov, a minister in the wartime government of Ukraine, turned up the volume on his laptop and played a video to illustrate his latest innovation. Its purpose, he explained, was to make the experience of combat feel more like a video game to Ukrainian troops--or as he put it, "to gamify" the war. The clip showed a series of aerial strikes, each filmed from the vantage of a combat drone. One of them, apparently flying by night, had used its thermal-imaging camera to detect an enemy soldier in what looked like a field or forest.


The Download: how to store energy underground, and what you may not know about Trump's AI Action Plan

MIT Technology Review

How gamification took over the world It's a thought that occurs to every video-game player at some point: What if the weird, hyper-focused state I enter when playing in virtual worlds could somehow be applied to the real one? Often pondered during especially challenging or tedious tasks in meatspace (writing essays, say, or doing your taxes), it's an eminently reasonable question to ask. Life, after all, is hard. And while video games are too, there's something almost magical about the way they can promote sustained bouts of superhuman concentration and resolve. For some, this phenomenon leads to an interest in flow states and immersion.


Integrating LLMs in Gamified Systems

Costa, Carlos J.

arXiv.org Artificial Intelligence

In this work, a thorough mathematical framework for incorporating Large Language Models (LLMs) into gamified systems is presented with an emphasis on improving task dynamics, user engagement, and reward systems. Personalized feedback, adaptive learning, and dynamic content creation are all made possible by integrating LLMs and are crucial for improving user engagement and system performance. A simulated environment tests the framework's adaptability and demonstrates its potential for real-world applications in various industries, including business, healthcare, and education. The findings demonstrate how LLMs can offer customized experiences that raise system effectiveness and user retention. This study also examines the difficulties this framework aims to solve, highlighting its importance in maximizing involvement and encouraging sustained behavioral change in a range of sectors.


The Download: the rise of gamification, and carbon dioxide storage

MIT Technology Review

It's a thought that occurs to every video-game player at some point: What if the weird, hyper-focused state I enter when playing in virtual worlds could somehow be applied to the real one? Often pondered during especially challenging or tedious tasks in meatspace (writing essays, say, or doing your taxes), it's an eminently reasonable question to ask. Life, after all, is hard. And while video games are too, there's something almost magical about the way they can promote sustained bouts of superhuman concentration and resolve. For some, this phenomenon leads to an interest in flow states and immersion.


How gamification took over the world

MIT Technology Review

For some, this phenomenon leads to an interest in flow states and immersion. For others, it's simply a reason to play more games. For a handful of consultants, startup gurus, and game designers in the late 2000s, it became the key to unlocking our true human potential. In her 2010 TED Talk, "Gaming Can Make a Better World," the game designer Jane McGonigal called this engaged state "blissful productivity." "There's a reason why the average World of Warcraft gamer plays for 22 hours a week," she said.


Word Ladders: A Mobile Application for Semantic Data Collection

Bolognesi, Marianna Marcella, Collacciani, Claudia, Ferrari, Andrea, Genovese, Francesca, Lamarra, Tommaso, Loia, Adele, Rambelli, Giulia, Ravelli, Andrea Amelio, Villani, Caterina

arXiv.org Artificial Intelligence

Word Ladders is a free mobile application for Android and iOS, developed for collecting linguistic data, specifically lists of words related to each other through semantic relations of categorical inclusion, within the Abstraction project (ERC-2021-STG-101039777). We hereby provide an overview of Word Ladders, explaining its game logic, motivation and expected results and applications to nlp tasks as well as to the investigation of cognitive scientific open questions.


Can gamification reduce the burden of self-reporting in mHealth applications? A feasibility study using machine learning from smartwatch data to estimate cognitive load

Grzeszczyk, Michal K., Adamczyk, Paulina, Marek, Sylwia, Pręcikowski, Ryszard, Kuś, Maciej, Lelujko, M. Patrycja, Blanco, Rosmary, Trzciński, Tomasz, Sitek, Arkadiusz, Malawski, Maciej, Lisowska, Aneta

arXiv.org Artificial Intelligence

The effectiveness of digital treatments can be measured by requiring patients to self-report their state through applications, however, it can be overwhelming and causes disengagement. We conduct a study to explore the impact of gamification on self-reporting. Our approach involves the creation of a system to assess cognitive load (CL) through the analysis of photoplethysmography (PPG) signals. The data from 11 participants is utilized to train a machine learning model to detect CL. Subsequently, we create two versions of surveys: a gamified and a traditional one. We estimate the CL experienced by other participants (13) while completing surveys. We find that CL detector performance can be enhanced via pre-training on stress detection tasks. For 10 out of 13 participants, a personalized CL detector can achieve an F1 score above 0.7. We find no difference between the gamified and non-gamified surveys in terms of CL but participants prefer the gamified version.


A web-based gamification of upper extremity robotic rehabilitation

Sharafianardakani, Payman, Moradi, Hadi, Bahrami, Fariba

arXiv.org Artificial Intelligence

In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the success of rehabilitation depends also on the motivation and perseverance of patients during treatment. Adding serious games to the rehabilitation procedure will help the patients to overcome the monotonicity of the treatment procedure. On the other hand, if a variety of games can be used with a robotic rehabilitation system, it will help to define tasks with different levels of difficulty with greater variety. In this paper we introduce a procedure for connecting a rehabilitation robot to several web-based games. In other words, an interface is designed that connects the robot to a computer through a USB port. To validate the usefulness of the proposed approach, a researcher designed survey was used to get feedback from several users. The results demonstrate that having several games besides rehabilitation makes the procedure of rehabilitation entertaining.


Ask your peers: How to personalise at scale

#artificialintelligence

We put marketers' questions to our community in a new series of articles aiming to provide practical advice and connect business leaders. "I am interested in how others are thinking about delivering more personalised experiences to buyers at scale. I'd love to know how they are increasing the use of information to deliver personalised experiences that will be meaningful to customers." Personalisation has been a salient term in digital marketing for many a year and as the technological shackles continue to loosen for the majority of businesses, it is no surprise that the intelligent use of data represented a common response for delivering personalisation at scale. Artificial intelligence (AI) is perhaps the best-known tech solution for optimising and personalising large datasets, and this technology too was frequently referenced alongside machine learning and automation.