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pub:research [2018/11/02 16:55] – [HSI2018] doi gjnpub:research [2019/06/27 08:40] bgc
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 ===== Papers ===== ===== Papers =====
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 +==== Sensors2019 ====
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 +  * **//"Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants"//**, Grzegorz J. Nalepa, Krzysztof Kutt, Barbara Giżycka, Paweł Jemioło and Szymon Bobek 
 +  * Abstract: In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.
 +  * [[[[https://www.mdpi.com/1424-8220/19/11/2509/pdf|Full text available online]] 
 +
  
 ==== CoSECiVi2018 ==== ==== CoSECiVi2018 ====
-  * //How a mobile platform for emotion identification supports designing affective games//, Grzegorz J. Nalepa, Barbara Giżycka+  * **//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]]   * 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   * 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]]+  * [[https://sci2s.ugr.es/caepia18/proceedings/docs/CAEPIA2018_paper_280.pdf|Full text available online]]
  
 ==== GEM2018 ==== ==== GEM2018 ====
-  * //Emotion in models meets emotion in design: building true affective games//, Barbara Giżycka, Grzegorz J. Nalepa+  * **//"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.
 +
 ==== HAI2018 ==== ==== HAI2018 ====
-  * //[[https://arxiv.org/pdf/1806.04236.pdf|''AIded with emotions'' – a new design approach towards affective computer systems]]// Barbara Giżycka, Grzegorz J. Nalepa and Paweł Jemioło+  * **//"''AIded with emotions'' – a new design approach towards affective computer systems"//** Barbara Giżycka, Grzegorz J. Nalepa and Paweł Jemioło
   * Presented at the [[https://www.humanizing-ai.com/|Humanizing AI workshop at IJCAI2019]]   * Presented at the [[https://www.humanizing-ai.com/|Humanizing AI workshop at IJCAI2019]]
   * 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.   * 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.
 +  * [[https://arxiv.org/pdf/1806.04236.pdf|Full text available online]]
  
 ==== 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 reachable at [[https://doi.org/10.1109/HSI.2018.8431271]], [[http://hsi2018.welcometohsi.org/?page_id=592|see also the 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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 ==== FGCS2018b ==== ==== FGCS2018b ====
-  * //Affective patterns in serious games//, Jan K. Argasiński, Paweł Węgrzyn+  * **//"Affective patterns in serious games"//**, Jan K. Argasiński, Paweł Węgrzyn
   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]], [[https://doi.org/10.1016/j.future.2018.06.013]]   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]], [[https://doi.org/10.1016/j.future.2018.06.013]]
   * 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.   * 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.
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