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pub:research [2018/11/27 07:45] – [GEM2018] bgc | pub:research [2019/06/27 08:40] – bgc | ||
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===== Papers ===== | ===== Papers ===== | ||
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+ | ==== Sensors2019 ==== | ||
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+ | * **//" | ||
+ | * 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, | ||
+ | * [[[[https:// | ||
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==== CoSECiVi2018 ==== | ==== CoSECiVi2018 ==== | ||
- | * //How a mobile platform for emotion identification supports designing affective games//, Grzegorz J. Nalepa, Barbara Giżycka | + | |
* Presented at the [[https:// | * Presented at the [[https:// | ||
* Abstract: Afective | * Abstract: Afective | ||
- | * Short paper, | + | * [[https:// |
==== GEM2018 ==== | ==== GEM2018 ==== | ||
- | * [[https:// | + | * **//" |
* Presented at the [[http:// | * Presented at the [[http:// | ||
* 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, | * 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, | ||
+ | |||
==== HAI2018 ==== | ==== HAI2018 ==== | ||
- | * //[[https:// | + | |
* Presented at the [[https:// | * Presented at the [[https:// | ||
* 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, | * 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, | ||
+ | * [[https:// | ||
==== HSI2018 ==== | ==== HSI2018 ==== | ||
- | * // | + | |
* Presented at [[http:// | * Presented at [[http:// | ||
* 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, | + | |
* Published in [[https:// | * Published in [[https:// | ||
* 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. |