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Wyniki wyszukiwania dla: Video Games
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Affect aware video games
PublikacjaIn this chapter a problem of affect aware video games is described, including such issue as: emotional model of the player, design, development and UX testing of affect-aware video games, multimodal emotion recognition and a featured review of affect-aware video games.
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Design Elements of Affect Aware Video Games
PublikacjaIn this paper issues of design and development process of affect-aware video games are presented. Several important design aspects of such games are pointed out. A concept of a middleware framework is proposed that separates the development of affect-aware video games from emotion recognition algorithms and support from input sensors. Finally, two prototype affect-aware video games are presented that conform to the presented architecture...
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Emotion Recognition for Affect Aware Video Games
PublikacjaIn this paper the idea of affect aware video games is presented. A brief review of automatic multimodal affect recognition of facial expressions and emotions is given. The first result of emotions recognition using depth data as well as prototype affect aware video game are presented
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ANFIS-Based NPC Population Control in Video Games
PublikacjaModern computer games aim at providing rich, vivid worlds. The aim is to encourage the player to explore and interact with the in-game world. To describe the complex relations between in-game NPCs and their surrounding fuzzy logic is used. The paper presents ANFIS based population control in the video game. We present an approach allowing stabilizing the number of NPCs in-game by providing a certain amount of food to the environment....
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Using Different Information Channels for Affect-Aware Video Games - A Case Study
PublikacjaThis paper presents the problem of creating affect-aware video games that use different information channels, such as image, video, physiological signals, input devices, and player’s behaviour, for emotion recognition. Presented case studies of three affect-aware games show certain conditions and limitations for using specific signals to recognize emotions and lead to interesting conclusions.
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Evaluation of affective intervention process in development of affect-aware educational video games
PublikacjaIn this paper initial experiences are presented on implementing specific methodology of affective intervention design (AFFINT) for development of affect-aware educational video games. In the described experiment, 10 student teams are to develop affect-aware educational video games using AFFINT to formalize the whole process. Although all projects are still in progress, first observations and conclusions may already be presented.
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Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games
PublikacjaProviding a fair matchmaking system is an essential issue, while developing every online video game. In the article, we show that the currently existing matchmaking system in League of Legends, one of the most popular online video games currently existing, is built on a base of conditions which do not hold true in the presence of empirical data. This, in short, decreases the effectiveness of the ranking system, and negatively affects...
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Model of emotions for game players
PublikacjaAffect-aware video games can respond to a game player's emotions. Such games seem to be more attractive for users. Therefore for that kind of games it is necessary to create a model of the player's emotions to know to which emotions the application should react. The paper describes different models of emotions. The questionnaire and experiment for video game players is presented. Some results of the tests are shown. Then the model...
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Applications for investigating therapy progress of autistic children
PublikacjaThe paper regards supporting behavioral therapy of autistic children with mobile applications, specifically applied for measuring the child’s progress. A family of five applications is presented, that was developed as an investigation tool within the project aimed at automation of therapy progress monitoring. The applications were already tested with children with autism spectrum disorder. Hereby we analyse children’ experience...
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Methodology of Affective Intervention Design for Intelligent Systems
PublikacjaThis paper concerns how intelligent systems should be designed to make adequate, valuable and natural affective interventions. The article proposes a process for choosing an affective intervention model for an intelligent system. The process consists of 10 activities that allow for step-by-step design of an affective feedback loop and takes into account the following factors: expected and desired emotional states, characteristics...
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Emotion Recognition Using Physiological Signals
PublikacjaIn this paper the problem of emotion recognition using physiological signals is presented. Firstly the problems with acquisition of physiological signals related to specific human emotions are described. It is not a trivial problem to elicit real emotions and to choose stimuli that always, and for all people, elicit the same emotion. Also different kinds of physiological signals for emotion recognition are considered. A set of...
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Psychometric assessment of the Internet Gaming Disorder diagnostic criteria: An Item Response Theory study
PublikacjaInternet Gaming Disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). In order to advance research on IGD, the APA has suggested that further research on the nine IGD criteria to investigate its clinical and empirical feasibility is necessary. The aim of the present study was to develop...
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Laxer Clinical Criteria for Gaming Disorder May Hinder Future Efforts to Devise an Efficient Diagnostic Approach: A Tree-Based Model Study
PublikacjaInternet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3,377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns...