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Invited Talks on October 1, 2025: "XR for knowledge-exchange, education and training" and "Reading Minds and Hearts: ECG, Eye Tracking, and EEG in Serious Games"

Invited Talks on October 1, 2025 

We look forward to your participation in the following talks. No registration is required, and participation is free.
■ Titles
Talk 1: XR for knowledge-exchange, education and training

Talk 2: Reading Minds and Hearts: ECG, Eye Tracking, and EEG in Serious Games

■ Presenters
Talk 1: Jacopo Fiorenza, Phd Student, Politecnico di Torino

Talk 2: Mustafa Can Gursesli, Postdoctoral Researcher, Gamification Group, Tampere University

■ Summaries
Talk 1: In recent years, applications based on eXtended Reality (XR) have been explored across various fields. These applications involve virtual environments that enable effective simulations of real-world tasks, allowing the development of educational experiences that address logistical, safety, accessibility, and cost challenges associated with traditional methods. However, certain application areas remain underexplored. This research aims to investigate the use of XR to bridge current gaps in education, training, and knowledge exchange, with a particular—but not exclusive—focus on cultural heritage. XR is combined with other digital transformation technologies, such as large language models and 3D scanning, to enhance user experience, accessibility, the creation of virtual heritage experiences, and the design of embodied conversational agents.

Talk 2: Games are powerful interactive systems that engage players cognitively, emotionally, and physiologically. Beyond entertainment, serious games leverage this potential to support education, health, and awareness-raising. A crucial challenge in this field is understanding and adapting to players’ psychological and physiological states in real time. This talk explores how three key biosignals (electrocardiography (ECG), eye tracking, and electroencephalography (EEG)) can be integrated into serious games to capture player states and inform adaptive design. By monitoring heart activity, gaze patterns, and brain dynamics, these technologies offer new opportunities for creating personalized and immersive experiences. Through examples from rehabilitation, education, and emotional engagement, I will demonstrate how biosignals enable objective assessment of gameplay and contribute to closing the gap between human experience and digital environments. The talk concludes with a discussion of methodological challenges, ethical considerations, and future directions for multimodal, biosignal-driven serious games.

■ Date and Time 
Wednesday, October 1, 17:00–18:00  (1st Half: Talk 1, 2nd Half: Talk 2)

■ Venue 
Ritsumeikan University - Osaka Ibaraki Campus, Building H, Room H708

■ Host
Ruck Thawonmas (College of Information Science and Engineering, Ritsumeikan University) 

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