pub:research

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revisionBoth sides next revision
pub:research [2019/06/27 08:40] bgcpub:research [2019/06/27 08:40] – [Sensors2019] bgc
Line 7: Line 7:
   * **//"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    * **//"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.   * 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]] +  * [[https://www.mdpi.com/1424-8220/19/11/2509/pdf|Full text available online]] 
  
  
  • pub/research.txt
  • Last modified: 2024/01/25 12:26
  • by kkutt