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Yehoshua Rubin

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    Preview abstract Interruptions in digital services are a common occurrence for users. These disruptions, however, exact a cost in terms of attention, task completion rate, and, most importantly, emotional state. While several methods currently employed by service providers attempt to address this, the paper will argue that browser games or similar interactive interfaces should become a standard mechanism to ease the aforementioned effects. View details
    Preview abstract Artificial intelligence interactivity on a mass scale often revolves around conversational consumer applications, such as chatbots and virtual assistants. Video games, which contain non-playable characters controlled by AI, can offer valuable insight into the patterns and nuances of the aforementioned discussion. Specifically, this paper investigates player-game interaction in Fallout 76, a video game that implemented NPCs in a controversial manner, and suggests concomitant implications for modern AI products. View details
    Preview abstract Within the last ten years, emojis have become a universal phenomenon. Various frameworks attempt to explain the pragmatics of emoji use in language. In particular, a recent theory that applies gesture studies to emojis enjoys much popularity. This paper engages with the theory to develop insight into the proper and improper use of emojis in content design. View details
    Preview abstract In 1997, a chess artificial intelligence, IBM’s DeepBlue, defeated the chess world champion, Garry Kasparov. Since then, chess artificial intelligence has only increased in skill, achieving chess ratings (measures that evaluate player skill) that beat those of top skill by several standard deviations. Seemingly, chess has been “solved.” Yet, the chess community continues to grow in terms of population, interest, and theory. Instead of retreating into existential defeat, chess players embrace chess AI as a critical part of their chess experience. One of the manifestations of this change is game analysis boards. This paper examines the on-going interaction between chess AI and chess players, including the utilization of AI in game analysis, game preparation, and cheating. View details
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