2019
DOI: 10.1007/978-3-030-22419-6_2
|View full text |Cite
|
Sign up to set email alerts
|

FUNii: The Physio-Behavioural Adaptive Video Game

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2019
2019
2022
2022

Publication Types

Select...
3
2

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 26 publications
0
2
0
Order By: Relevance
“…Although, the number of participants in our study is relatively small, the patterns found on the EEG signals across subjects suggest a common activation and perception for both positive and negative events, what is worth to highlight is that emotion appraisal (arousal and valence responses) is an individual process that depends on past experience, memories and cognitive process related to each participant, this can explain why not too many common EEG traits corralled among participants, but still there was higher number of EEG traits that correlated in an individual level, for this kind of scenarios, participant tailored approaches to identify emotional reactions are more suitable due to the consideration of individual characteristics and reactions [ 7 , 8 ]. It is necessary to conduct more experiments with a higher number of participants where characteristics as age, culture, sex, etc., can be considered to analyze the influence on emotion recognition process.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Although, the number of participants in our study is relatively small, the patterns found on the EEG signals across subjects suggest a common activation and perception for both positive and negative events, what is worth to highlight is that emotion appraisal (arousal and valence responses) is an individual process that depends on past experience, memories and cognitive process related to each participant, this can explain why not too many common EEG traits corralled among participants, but still there was higher number of EEG traits that correlated in an individual level, for this kind of scenarios, participant tailored approaches to identify emotional reactions are more suitable due to the consideration of individual characteristics and reactions [ 7 , 8 ]. It is necessary to conduct more experiments with a higher number of participants where characteristics as age, culture, sex, etc., can be considered to analyze the influence on emotion recognition process.…”
Section: Discussionmentioning
confidence: 99%
“…Videogame play is cognitively demanding, and emotionally arousing and engaging, eliciting both positive and negative emotions on the players [ 3 ]. With this potential, some emotion recognition works have used videogames as an emotional stimulus, mainly under game development scenarios to target specific emotions as boredom, stress, fear or engagement [ 4 , 5 , 6 , 7 , 8 ]. The study of EEG signal on gaming scenarios can give an approximation on how emotions manifest on an HCI scenario level, not only for game related events, but also for cognition, training, and BCI applications [ 9 , 10 , 11 , 12 , 13 ].…”
Section: Introductionmentioning
confidence: 99%