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Wyniki wyszukiwania dla: AFFECT AWARE VIDEO GAMES

Wyniki wyszukiwania dla: AFFECT AWARE VIDEO GAMES

  • Affect aware video games

    Publikacja

    - Rok 2022

    In 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

    Publikacja

    - Rok 2015

    In 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

    In 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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  • Using Different Information Channels for Affect-Aware Video Games - A Case Study

    Publikacja

    - Rok 2018

    This 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

    Publikacja

    - Rok 2016

    In 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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  • Model of emotions for game players

    Publikacja

    - Rok 2015

    Affect-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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  • Modeling emotions for affect-aware applications

    The chapter concerns emotional states representation and modeling for software systems, that deal with human affect. A review of emotion representation models is provided, including discrete, dimensional and componential models. The paper provides also analysis of emotion models used in diverse types of affect-aware applications: games, mood trackers or tutoring systems. The analysis is supported with two design cases. The study...

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  • Emotion Recognition Using Physiological Signals

    Publikacja

    - Rok 2015

    In 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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  • Affective reactions to playing digital games

    Publikacja

    The paper presents a study of emotional states during a gameplay. An experiment of two-player Tetris game is reported, followed by the analysis of the results - self-reported emotional states as well as physiological signals measurements interpretation. The study reveals the diversity of emotional reactions and concludes, that a representative player's emotional model is hard to define. Instead, an adaptive approach to emotion...

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  • Acquisition and indexing of RGB-D recordings for facial expressions and emotion recognition

    Publikacja

    In this paper KinectRecorder comprehensive tool is described which provides for convenient and fast acquisition, indexing and storing of RGB-D video streams from Microsoft Kinect sensor. The application is especially useful as a supporting tool for creation of fully indexed databases of facial expressions and emotions that can be further used for learning and testing of emotion recognition algorithms for affect-aware applications....

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  • A Review of Emotion Recognition Methods Based on Data Acquired via Smartphone Sensors

    Publikacja

    In recent years, emotion recognition algorithms have achieved high efficiency, allowing the development of various affective and affect-aware applications. This advancement has taken place mainly in the environment of personal computers offering the appropriate hardware and sufficient power to process complex data from video, audio, and other channels. However, the increase in computing and communication capabilities of smartphones,...

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  • ANFIS-Based NPC Population Control in Video Games

    Publikacja

    - Rok 2021

    Modern 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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  • How to Design Affect-aware Educational Systems – the AFFINT Process Approach

    Publikacja

    - Rok 2016

    Computer systems, that support learning processes, can adapt to the needs and states of a learner. The adaptation might directly address the knowledge deficits and most tutoring systems apply an adaptable learning path of that kind. Apart from a preliminary knowledge state, there are more factors, that influence education effectiveness and among those there are fluctuating emotional states. The tutoring systems may recognize or...

  • Grzegorz Szwoch dr hab. inż.

    Grzegorz Szwoch urodził się w 1972 roku w Gdańsku. W latach 1991-1996 studiował na wydziale Elektroniki Politechniki Gdańskiej. W roku 1996 ukończył studia w Zakładzie Inżynierii Dźwięku (obecnie Katedra Systemów Multimedialnych), broniąc pracę dyplomową pt. Modelowanie fizyczne wybranych instrumentów muzycznych. W tym samym roku dołączył do zespołu badawczego Katedry jako uczestnik Studium Doktoranckiego. Od stycznia 2001 roku...

  • Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games

    Publikacja

    - Rok 2015

    Providing 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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  • Andrzej Klimczuk

    Osoby

    Andrzej Klimczuk, doktor nauk społecznych w zakresie nauki o polityce publicznej oraz socjolog. Adiunkt w Katedrze Polityki Społecznej Kolegium Ekonomiczno-Społecznego Szkoły Głównej Handlowej w Warszawie. W latach 2002-2009 redaktor i korespondent wydawnictw o grach komputerowych. W latach 2011-2013 wiceprezes Fundacji Laboratorium Badań i Działań Społecznych "SocLab". Ekspert zewnętrzny m.in. Komisji Europejskiej, programu URBACT,...

  • Affect-awareness framework for intelligent tutoring systems

    Publikacja

    - Rok 2013

    The paper proposes a framework for construction of Intelligent Tutoring Systems (ITS), that take into consideration student emotional states and make affective interventions. The paper provides definitions of `affect-aware systems' and `affective interventions' and describes the concept of the affect-awareness framework. The proposed framework separates emotion recognition from its definition, processing and making decisions on...

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  • The entrepreneurship of host cities of the Olympic Games – Between success and social destruction

    Many publications focus on the deficit nature of the Olympic Games organisation, when considered from the point of view of host cities – organisers of such events. However, does such an event actually affect the region and the host country in a positive way? The presented article aims at the assessment of the organisation of mass sports events, such as the Olympic Games, taking into consideration entrepreneurial activities which...

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  • Evaluation Criteria for Affect-Annotated Databases

    In this paper a set of comprehensive evaluation criteria for affect-annotated databases is proposed. These criteria can be used for evaluation of the quality of a database on the stage of its creation as well as for evaluation and comparison of existing databases. The usefulness of these criteria is demonstrated on several databases selected from affect computing domain. The databases contain different kind of data: video or still...

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  • Applications for investigating therapy progress of autistic children

    Publikacja

    The 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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  • Designing effective educational games - a case study of a project management game

    This paper addresses the issues of designing effective educational games. We aim at investigating how the cognitive, behavioral and emotional aspects of the games influence their educational effectiveness. The results were obtained with an observational user experience study extended with affect analysis carried out for a project management game GraPM. We analyzed the...

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  • Emotion Recognition and Its Applications

    The paper proposes a set of research scenarios to be applied in four domains: software engineering, website customization, education and gaming. The goal of applying the scenarios is to assess the possibility of using emotion recognition methods in these areas. It also points out the problems of defining sets of emotions to be recognized in different applications, representing the defined emotional states, gathering the data and...

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  • Be fearless: Positive affect as a mediator between venturesomeness and self-efficacy in future entrepreneurs and managers

    Introduction and objectives Self-efficacy, personality and different affect states in entrepreneurs and managers are important factors for effectiveness and well-being. The aim of the study was to examine in young adults during entrepreneurship-related education, the relationships between venturesomeness and self-efficacy, and the mediating effects of positive affect and positive emotions (joviality, self-assurance, attentiveness)...

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  • Towards New Mappings between Emotion Representation Models

    Publikacja

    There are several models for representing emotions in affect-aware applications, and available emotion recognition solutions provide results using diverse emotion models. As multimodal fusion is beneficial in terms of both accuracy and reliability of emotion recognition, one of the challenges is mapping between the models of affect representation. This paper addresses this issue by: proposing a procedure to elaborate new mappings,...

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  • Methodology of Affective Intervention Design for Intelligent Systems

    This 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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  • AFFITS Metody i narzędzia przetwarzania stanów emocjonalnych dla inteligentnych systemów edukacyjnych (Methods and tools for affect-aware Intelligent Tutoring Systems)

    Projekty

    Kierownik projektu: dr hab. inż. Agnieszka Landowska   Program finansujący: Norweski Mechanizm Finansowy

    Projekt realizowany w Katedra Inżynierii Oprogramowania zgodnie z porozumieniem Pol-Nor/20960/108/2015 z dnia 2015-06-23

  • Facial emotion recognition using depth data

    Publikacja

    - Rok 2015

    In this paper an original approach is presented for facial expression and emotion recognition based only on depth channel from Microsoft Kinect sensor. The emotional user model contains nine emotions including the neutral one. The proposed recognition algorithm uses local movements detection within the face area in order to recognize actual facial expression. This approach has been validated on Facial Expressions and Emotions Database...

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  • ELECTIVE PROJECT II _sem 5_Green Story - Free Time Space

    Kursy Online
    • K. Życzkowska

    The topic of the course - Green Story - Free Time Space, joins green architecture and a place to spend free time - inside and outside – to read, to eat, to relax. The idea is to design green – to give back the greenery to the public square – to make a city space more friendly for users and more friendly to the environment.  You can design a story, to make a space more attractive. You can design a Green Story, to make people more...

  • Deep Learning Optimization for Edge Devices: Analysis of Training Quantization Parameters

    Publikacja

    - Rok 2019

    This paper focuses on convolution neural network quantization problem. The quantization has a distinct stage of data conversion from floating-point into integer-point numbers. In general, the process of quantization is associated with the reduction of the matrix dimension via limited precision of the numbers. However, the training and inference stages of deep learning neural network are limited by the space of the memory and a...

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  • Software Factory project for enhancement of student experiential learning

    Publikacja

    - Rok 2019

    Providing opportunities for students to work on real-world software development projects for real customers is critical to prepare students for the IT industry. Such projects help students to understand what they will face in the industry and experience real customer interaction and challenges in collaborative work. To provide this opportunity in an academic environment and enhance the learning and multicultural teamwork experience,...

  • Nanoparticle Tracking Analysis of Urinary Extracellular Vesicle Proteins as a New Challenge in Laboratory Medicine

    Publikacja
    • K. Sałaga-zaleska
    • A. Kuchta
    • B. Bzoma
    • G. Chyła-Danił
    • A. Safianowska
    • A. Płoska
    • L. Kalinowski
    • A. Dębska-ślizień
    • M. Jankowski

    - INTERNATIONAL JOURNAL OF MOLECULAR SCIENCES - Rok 2023

    Urinary extracellular vesicle (uEV) proteins may be used as specific markers of kidney damage in various pathophysiological conditions. The nanoparticle-tracking analysis (NTA) appears to be the most useful method for the analysis of uEVs due to its ability to analyze particles below 300 nm. The NTA method has been used to measure the size and concentration of uEVs and also allows for a deeper analysis of uEVs based on their protein...

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  • ELECTIVE PROJECT II Waterfront Pavilion – Story for the Shipyard

    Kursy Online
    • K. Życzkowska

      The topic of the course – Waterfront Pavilion – Story for the Shipyard, is describing the task for architectural space located in the post-industrial area of the Shipyard in Gdansk.. The goal of the task is to design the space oriented on the goals of the Sustainable Development and the problems related to the Climate Changes. The idea is to use green and blue solutions, to think about energy and recycled materials, to be close...

  • Editorial for the special issue on advances in forward and inverse surrogate modeling for high-frequency design

    The design of modern‐day high‐frequency devices and circuits, including microwave/RF, antenna and photonic components, historically has relied on full‐wave electromagnetic (EM) simulation tools. Initially used for design verification, EM simulations are nowadays used in the design process itself, for example, for finding optimum values of geometry and/or material parameters of the structures of interest. In a growing number of...

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  • Quality Expectations of Mobile Subscribers

    Mobile systems, by nature, have finite resources. Radio spectrum is limited, expensive and shared between many users and services. Mobile broadband networks must support multiple applications of voice, video and data on a single IP-based infrastructure. These converged services each have unique traffic holding and quality requirements. A positive user experience must be obtained through efficient partitioning of the available wireless...

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  • Tensile modulus of human orbital wall bones cut in sagittal and coronal planes

    Publikacja

    - PLOS ONE - Rok 2021

    In the current research, 68 specimens of orbital superior and/or medial walls taken from 33 human cadavers (12 females, 21 males) were subjected to uniaxial tension untill fracture. The samples were cut in the coronal (38 specimens) and sagittal (30 specimens) planes of the orbital wall. Apparent density (ρapp), tensile Young’s modulus (E-modulus) and ultimate tensile strength (UTS) were identified. Innovative test protocols were...

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