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pub:research [2018/09/05 19:15] – [GEM2018] bgcpub:research [2018/11/27 07:45] – [GEM2018] bgc
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 ===== Papers ===== ===== Papers =====
 +
 +==== CoSECiVi2018 ====
 +  * //How a mobile platform for emotion identification supports designing affective games//, Grzegorz J. Nalepa, Barbara Giżycka
 +  * Presented at the [[https://sci2s.ugr.es/caepia18/cosecivi.html|V Congress of the Spanish Society for Video Game Science]]
 +  * 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, [[https://sci2s.ugr.es/caepia18/proceedings/docs/CAEPIA2018_paper_280.pdf|available online]]
  
 ==== GEM2018 ==== ==== GEM2018 ====
-  * //Emotion in models meets emotion in design: building true affective games//, Barbara Giżycka, Grzegorz J. Nalepa+  * [[https://ieeexplore.ieee.org/document/8516439|//Emotion in models meets emotion in design: building true affective games//]], Barbara Giżycka, Grzegorz J. Nalepa
   * Presented at the [[http://sites.ieee.org/ieeegem/|IEEE Games Media Entertainment (GEM 2018) conference]]    * Presented at the [[http://sites.ieee.org/ieeegem/|IEEE Games Media Entertainment (GEM 2018) conference]] 
   * 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.   * 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.
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 ==== HSI2018 ==== ==== HSI2018 ====
-  * //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 proceedigs coming soon, [[http://hsi2018.welcometohsi.org/?page_id=592|for now see conference page]]+  * //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 [[https://doi.org/10.1109/HSI.2018.8431271]], [[http://hsi2018.welcometohsi.org/?page_id=592|see also the conference page]]
   * Presented at [[http://hsi2018.welcometohsi.org|IEEE Human System Interaction (HSI 2018) conference]]   * Presented at [[http://hsi2018.welcometohsi.org|IEEE Human System Interaction (HSI 2018) conference]]
   * 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.   * 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.
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