Research Activities


  • How a mobile platform for emotion identification supports designing affective games, Grzegorz J. Nalepa, Barbara Giżycka
  • Abstract: Afective computing is a multidisciplinary area of research regarding modeling, identification, and synthesis of emotions using computer-based methods. Affective gaming is dedicated specifically to developing games that use the information regarding player’s emotional condition. Such games focus on the emotional dimension of gaming experience, to provide greater player engagement. In this short paper we give an overview of our recent works aimed at developing a mobile software platform for emotion identification using wearable devices. Furthermore, we have been working on the integration of this approach with the design and development of affective games
  • Short paper, available online


  • Abstract: A relatively new field of research on affective gaming suggests applying affective computing solutions to develop games that can interact with the player on the emotional level. To bring together selected models of affect and affect-driven frameworks developed to date, we propose an approach based on affective design patterns. We build on the assumption that player’s emotional reactions to in-game events can be evoked by patterns used early in the design phase. We provide description of experiments conducted to test our hypothesis so far, along with some tentative observations, and opportunities for further studies.


  • ''AIded with emotions'' – a new design approach towards affective computer systems Barbara Giżycka, Grzegorz J. Nalepa and Paweł Jemioło
  • Abstract: As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition, reliable emotion modeling, and use of unobtrusive, easily accessible and preferably wearable measurement devices. While AI methods provide many possibilities for better affective information processing, it is not a common scenario for both emotion recognition and modeling to be integrated in the design phase. To address this concern, we propose a new approach based on affective design patterns in the context of video games, together with summary of experiments conducted to test the preliminary hypotheses.


  • BandReader – A Mobile Application for Data Acquisition from Wearable Devices in Affective Computing Experiments, Krzysztof Kutt, Grzegorz J. Nalepa, Barbara Giżycka, Paweł Jemioło, Marcin Adamczyk, IEEE eXplore reachable at, see also the conference page
  • Abstract: In the paper we describe a new software solution for mobile devices that allows for data acquisition from wristbands. The application reads physiological data from wristbands and supports multiple recent hardware. In our work we focus on the Heart Rate (HR) and Galvanic Skin Response (GSR) readings. This data is used in the affective computing experiments for human emotion recognition.


  • Affective patterns in serious games, Jan K. Argasiński, Paweł Węgrzyn
  • Abstract: We discuss affective serious games that combine learning, gaming and emotions. We describe a novel framework for the creation and evaluation of serious affective games. Our approach is based on merging pertinent design patterns in order to recognize educational claims, educational assessment, best game design practices, as well as models and solutions of affective computing. Björk’s and Holopainen’s game design patterns have been enhanced by Evidence Centered Design components and affective components. A serious game has been designed and created to demonstrate how to outline a complex game system in a communicative way, and show methods to trace how theoretically-driven design decisions influence learning outcomes and impacts. We emphasize the importance of patterns in game design. Design patterns are an advantageous and convenient way of outlining complex game systems. Design patterns also provide favorable language of communication between multidisciplinary teams working on serious games.


  • Towards the Development of Sensor Platform for Processing Physiological Data from Wearable Sensors, Krzysztof Kutt, Wojciech Binek, Piotr Misiak, Grzegorz J. Nalepa, Szymon Bobek
  • Abstract: The paper outlines a mobile sensor platform aimed at processing physiological data from wearable sensors. We discuss the requirements related to the use of low-cost portable devices in this scenario. Experimental analysis of four such devices, namely Microsoft Band 2, Empatica E4, eHealth Sensor Platform and BITalino ®evolution is provided. Critical comparison of quality of HR and GSR signals leads to the conclusion that future works should focus on the BITalino, possibly combined with the MS Band 2 in some cases. This work is a foundation for possible applications in affective computing and telemedicine.


  • Mobile platform for affective context-aware systems, Grzegorz J. Nalepa, Krzysztof Kutt, Szymon Bobek,
  • Abstract: In our work, we focus on detection of affective states, their proper identification and interpretation with use of wearable and mobile devices. We propose a data acquisition layer based on wearable devices able to gather physiological data, and we integrate it with mobile context-aware framework. Furthermore, we formulate a method for personalization of emotion detection. This solution offers a non-intrusive measurement thanks to the use of wearable devices, such as wristbands. As means of validation of our concepts we describe a series of experiments that we conducted.


  • Affective design patterns in computer games. Scrollrunner case study, Grzegorz J. Nalepa, Barbara Giżycka, Krzysztof Kutt, Jan K. Argasiński
  • Abstract: The emotional state of the user is a new dimension in human-computer interaction, that can be used to improve the user experience. This is the domain of affective computing. In our work we focus on the applications of affective techniques in the design of video games. We assume that a change in the affective condition of a player can be detected based on the monitoring of physiological signals following the James-Lange theory of emotions. We propose the use of game design patterns introduced by Björk and Holopainen to build games. We identify a set of patterns that can be considered affective. Then we demonstrate how these patterns can be used in a design of a scroll-runner game. We address the problem of the calibration of measurements in order to reflect responses of individual users. We also provide results of practical experiments to verify our approach.


See the page on the GEIST webpage

See the workshops page.

  • pub/research.txt
  • Last modified: 2018/11/27 08:45
  • by bgc