2016
DOI: 10.1007/978-3-319-46152-6_16
|View full text |Cite
|
Sign up to set email alerts
|

Affective Computing in Games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
6
0

Year Published

2019
2019
2022
2022

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 14 publications
(6 citation statements)
references
References 145 publications
0
6
0
Order By: Relevance
“…Jai, Nor Aina Mohd et al introduced an experiment to analyze comparatively the user's heart rate (HR) and rating of perceived exertion (RPE) when playing the game using the PlayStation move controller both while sitting and standing [16]. Besides these, various techniques for measuring biosignals have been proposed in the field of game development [17]. Collecting bodily data in this way has the advantage of acquiring objective emotional state data in testers measured by a machine.…”
Section: Observing the Game Experience Testmentioning
confidence: 99%
“…Jai, Nor Aina Mohd et al introduced an experiment to analyze comparatively the user's heart rate (HR) and rating of perceived exertion (RPE) when playing the game using the PlayStation move controller both while sitting and standing [16]. Besides these, various techniques for measuring biosignals have been proposed in the field of game development [17]. Collecting bodily data in this way has the advantage of acquiring objective emotional state data in testers measured by a machine.…”
Section: Observing the Game Experience Testmentioning
confidence: 99%
“…Recently, deep learning models were also used to recognize emotions, such as bi-level convolutional neural networks for fine-grained emotion recognition using Russell's dimensional emotion model (Zhou, Kong, et al, 2020). By recognizing and monitoring users' emotions, the system can respond to the users to improve learning in education (Wu, Huang, & Hwang, 2016), communications for autistic children (Messinger et al, 2015), and video gaming (Guthier, Dörner, & Martinez, 2016), to name but a few.…”
Section: Affective Computingmentioning
confidence: 99%
“…When using Affective Computing in games, a first important task is to assess if a certain sensing technology can be used for a certain game and to select the most suitable sensors. Since there is no such thing as an optimal sensing technology, these decisions need to be made for each individual game [15].…”
Section: Related Work a Affective Computingmentioning
confidence: 99%
“…Using machine learning, these emotional states and workload changes can be identified automatically [16]. The Blood Volume Pulse (BVP) is linked to the heart rate and can be used for emotion or mental stress recognition [15]. The electrodermal activity, according to [14,33], could indicate awareness, the level of trust, stress or cognitive load.…”
Section: Related Work a Affective Computingmentioning
confidence: 99%