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2013 Humaine Association Conference on Affective Computing and Intelligent Interaction 2013
DOI: 10.1109/acii.2013.101
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Towards the Design of Affective Survival Horror Games: An Investigation on Player Affect

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Cited by 32 publications
(13 citation statements)
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“…The question, "I felt afraid while watching this video", was designed to measure fear directly. The question, "I felt nervous while watching this video", was designed to measure anxiety, a state associated with fear during horror media [46]. Participants responded to both questions on a five-point Likert scale of agreement.…”
Section: H8: Fear During Horrormentioning
confidence: 99%
“…The question, "I felt afraid while watching this video", was designed to measure fear directly. The question, "I felt nervous while watching this video", was designed to measure anxiety, a state associated with fear during horror media [46]. Participants responded to both questions on a five-point Likert scale of agreement.…”
Section: H8: Fear During Horrormentioning
confidence: 99%
“…It can work with noisy data and missing data in dataset. C4.5 is one of the preeminent inductive inference algorithms and has been successfully applied to affective computing tasks [4,22,56]. In our research, the multiple EEG features are classified into low/high arousal (or low/high valence) by performing a gender-specific classification task as follows:…”
Section: The System For Correlation Analysis and Inferring Arousal-vamentioning
confidence: 99%
“…Scheirer et al [14] Skin conductivity, blood pressure and mouse patterns for affective analysis Sakurazawa et al [15] Skin conductance response as emotional state detector Mandryk et al [16][17][18][19] Efficiency of several physiological measures Hazlett and L. [20] Facial electromyography Nacke and Lindley [21], Nacke et al [22,23] Multiple measures and flow between affective states Perez Martínez et al [24] Generality of physiological features Ravaja et al [25], Drachen et al [26], Levillain et al [27], Wu and Lin [28], Gualeni et al [29], Vachiratamporn et al [30], Martey et al [31], Abhishek and Suma [32], Landowska and Wróbel [33], Li et al [34] Applications of physiological measures Giakoumis et al [35] Automated boredom detection Chanel et al [36,37], Nogueira et al [38] Machine-learning classifiers for emotional states Jones and Sutherland [39] Emotion detection from player's voice Garner and Grimshaw [40], Nacke et al [41], Nacke and Grimshaw [42] Effect of the sound in players' fear level Christy and Kuncheva [43] Computer mouse with affective detection Going a step further, Nacke and Lindley [21], Nacke et al [22,23] studied how to measure the global player experience while playing a game analysing the same physiological metrics as before: electromyography, electrodermal activity and so on. Regarding the player experience, the authors measured the flow between varied affective states, such as anxiety, apathy and boredom.…”
Section: Paper(s) Topicmentioning
confidence: 99%
“…There are many other papers that use and study those physiological factors as well, although they describe primarily the application of these factor to varied games and/or learning methods: Ravaja et al [25], Drachen et al [26], Levillain et al [27], Wu and Lin [28], Gualeni et al [29], Vachiratamporn et al [30], Martey et al [31], Abhishek and Suma [32], Landowska and Wróbel [33], Li et al [34], Giakoumis et al [35] with the automated boredom detection, Chanel et al [36,37] presenting a classifier for emotional classes, and Nogueira et al [38] with a classifier of different levels of arousal and valence.…”
Section: Paper(s) Topicmentioning
confidence: 99%