AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Kadri, M.; Boubakri, F. -E.; Azough, A.; Zidani, K. A.
Game-Based VR Anatomy Learning with Generative AI: Proof of Concept for GenAiVR-Lab Proceedings Article
In: pp. 100–105, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 9798331534899 (ISBN).
Abstract | Links | BibTeX | Tags: Anatomy educations, Artificial intelligence, Bone, Bone fragments, Collaborative learning, E-Learning, Educational Evaluation, Game-Based, Game-based learning, Generative AI, Human computer interaction, Human skeleton, Laboratories, Learning systems, Medical students, Proof of concept, Virtual Reality, Virtual Reality Anatomy
@inproceedings{kadri_game-based_2025,
title = {Game-Based VR Anatomy Learning with Generative AI: Proof of Concept for GenAiVR-Lab},
author = {M. Kadri and F. -E. Boubakri and A. Azough and K. A. Zidani},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105015604062&doi=10.1109%2FSCME62582.2025.11104860&partnerID=40&md5=c557ca7975a9683e8c271fbb3a21c4e4},
doi = {10.1109/SCME62582.2025.11104860},
isbn = {9798331534899 (ISBN)},
year = {2025},
date = {2025-01-01},
pages = {100–105},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Anatomy education often fails to engage learners or foster precise 3D spatial understanding of complex systems like the human skeleton. We present a Game-Based VR Anatomy Learning system with Generative AI, introduced as a Proof of Concept for our GenAiVR-Lab framework. This prototype validates the foundational pillars of our future development. In the Anatomy Lab scenario, 25 medical students explore a virtual skeleton and undertake a timed mission: assemble three bone fragments within two minutes. Incorrect picks are disabled with point deductions; learners may request a one-shot conversational hint from a ChatGPT-powered Virtual Anatomy Instructor; if time expires, a teammate continues with remaining time. We measured perception changes using pre- and post-test versions of four Perspective Questionnaires: Learning Perspective (LPQ), VR-AI Perspective (VRAIPQ), Generative AI Perspective (GAIPQ), and Game-Based Learning Perspective (GBLPQ). Results demonstrate significant improvements across all four perspectives, with mean scores increasing by approximately 1.3 points on the 5-point Likert scale and nearly all participants showing positive gains. Effect sizes ranged from 2.52 to 3.34, indicating large practical significance, with all measures reaching statistical significance. These findings demonstrate that collaborative game mechanics and generative AI guidance enhance engagement and spatial reasoning. We contrast this PoC with the full GenAiVR-Lab vision - integrating Retrieval-Augmented Generation for precise feedback, multimodal I/O, and adaptive pathways - and outline a roadmap for next-generation immersive anatomy education. © 2025 Elsevier B.V., All rights reserved.},
keywords = {Anatomy educations, Artificial intelligence, Bone, Bone fragments, Collaborative learning, E-Learning, Educational Evaluation, Game-Based, Game-based learning, Generative AI, Human computer interaction, Human skeleton, Laboratories, Learning systems, Medical students, Proof of concept, Virtual Reality, Virtual Reality Anatomy},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Lin, Y.; Gao, Z.; Du, H.; Niyato, D.
Blockchain-Aided AI-Generated Content Services: Stackelberg Game-Based Content Caching Approach Proceedings Article
In: Ardagna, C.; Benatallah, B.; Bian, H.; Chang, C. K.; Chang, R. N.; Fan, J.; Fox, G. C.; Jin, Z.; Liu, X.; Ludwig, H.; Sheng, M.; Yang, J. (Ed.): Proc. - IEEE Int. Conf. Web Serv., ICWS, pp. 186–195, Institute of Electrical and Electronics Engineers Inc., 2023, ISBN: 9798350304855 (ISBN).
Abstract | Links | BibTeX | Tags: AI-generated content, Block-chain, Blockchain, Caching mechanism, Content caching, Content services, Digital contents, Game-Based, Metaverse, Metaverses, Shared virtual environments, Stackelberg Games, Virtual Reality
@inproceedings{lin_blockchain-aided_2023,
title = {Blockchain-Aided AI-Generated Content Services: Stackelberg Game-Based Content Caching Approach},
author = {Y. Lin and Z. Gao and H. Du and D. Niyato},
editor = {C. Ardagna and B. Benatallah and H. Bian and C. K. Chang and R. N. Chang and J. Fan and G. C. Fox and Z. Jin and X. Liu and H. Ludwig and M. Sheng and J. Yang},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85173901801&doi=10.1109%2FICWS60048.2023.00038&partnerID=40&md5=93c9239dea568bacfb06262d750d6cd9},
doi = {10.1109/ICWS60048.2023.00038},
isbn = {9798350304855 (ISBN)},
year = {2023},
date = {2023-01-01},
booktitle = {Proc. - IEEE Int. Conf. Web Serv., ICWS},
pages = {186–195},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {AI-Generated Content (AIGC) services are essential in developing the Metaverse, providing various digital content to build shared virtual environments. AIGC services can offer personalized content with user assistance, making the Metaverse more human-centric. However, it is difficult for participants to exchange data and construct trust among unknown Metaverse participants. To address the above challenge, we propose an integration of blockchain and AIGC to construct decentralized trust among participants. We design a smart contract-based verification mechanism to prevent random outcomes of AIGC services and guarantee the authenticity of digital contents. Given the quality of digital contents provided by the previous mechanisms, we then utilize them as metrics to establish a Stackelberg game-based content caching mechanism to maximize Metaverse participants' profits. Simulation results show that the proposed caching mechanism can improve utility by 30% compared to other mechanisms. © 2023 Elsevier B.V., All rights reserved.},
keywords = {AI-generated content, Block-chain, Blockchain, Caching mechanism, Content caching, Content services, Digital contents, Game-Based, Metaverse, Metaverses, Shared virtual environments, Stackelberg Games, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}