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pub:research [2019/07/18 09:37] – [HAI2018] bgcpub:research [2019/09/19 18:22] – BIRAFFE added kkutt
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   * DOI: 10.3390/s19112509   * DOI: 10.3390/s19112509
  
-  * [[https://www.mdpi.com/1424-8220/19/11/2509/pdf|Full text available online]] +  * [[https://www.mdpi.com/1424-8220/19/11/2509/|Full text available online]] 
  
 ==== ICAISC2019b ==== ==== ICAISC2019b ====
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 ==== CCSC2018 ==== ==== CCSC2018 ====
-  * **Using Affective Loop as Auxilliary Design Tool for Video Games** Barbara Giżycka+  * //**"Using Affective Loop as Auxilliary Design Tool for Video Games"**// Barbara Giżycka
   * Presented at the: 10th Cracow Cognitive Science Conference   * Presented at the: 10th Cracow Cognitive Science Conference
   * Abstract: As modern technologies become more apparent and persis-tent, human-computer interaction becomes an important research topic.With birth of affective computing, which aims at developing systems ca-pable of detecting and processing emotionally significant data from theenvironment, new possibilities for applications unfold, and video gamescan benefit from them as well. Bringing innovative solutions to this areainvolves new modes of affective data collection and affect modelling ofvarious aspects of the game experience. My research, focusing on affectivegame design patterns, is located on the intersection of modelling playeraffect and affective game design framework. In this paper, an outline ofhow affective computing ideas (especially affective loop) are introducedto video game design is presented. A new approach to designing videogames in the form of affective game design patterns is proposed, togetherwith research method description and summary of studies conducted sofar.   * Abstract: As modern technologies become more apparent and persis-tent, human-computer interaction becomes an important research topic.With birth of affective computing, which aims at developing systems ca-pable of detecting and processing emotionally significant data from theenvironment, new possibilities for applications unfold, and video gamescan benefit from them as well. Bringing innovative solutions to this areainvolves new modes of affective data collection and affect modelling ofvarious aspects of the game experience. My research, focusing on affectivegame design patterns, is located on the intersection of modelling playeraffect and affective game design framework. In this paper, an outline ofhow affective computing ideas (especially affective loop) are introducedto video game design is presented. A new approach to designing videogames in the form of affective game design patterns is proposed, togetherwith research method description and summary of studies conducted sofar.
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   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]
   * 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.
 +  * DOI: 10.1016/j.future.2018.06.013
 +
   * [[https://doi.org/10.1016/j.future.2018.06.013|Full text available at ScienceDirect]]    * [[https://doi.org/10.1016/j.future.2018.06.013|Full text available at ScienceDirect]] 
 ==== ICAISC2018 ==== ==== ICAISC2018 ====
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   * Presented at [[pub:afcai2016workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016)]]   * Presented at [[pub:afcai2016workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016)]]
   * [[http://ceur-ws.org/Vol-1794/afcai16-paper1.pdf|Full text available online]]   * [[http://ceur-ws.org/Vol-1794/afcai16-paper1.pdf|Full text available online]]
-===== Software =====+===== Tools and Datasets =====
 ==== Bandreader ==== ==== Bandreader ====
  
-See the [[https://geist.re/pub:software:BandReader]] page on the +See the [[https://geist.re/pub:software:BandReader|BandReader]] page on the 
 [[https://geist.re/|GEIST]] webpage [[https://geist.re/|GEIST]] webpage
 +
 +==== Game Design Patterns Ontology ====
 +
 +See the [[pub:ontology|Ontology]] page.
 +
 +==== Prototypes of Affective Games ====
 +
 +  * [[pub:prototypes#freud_me_out|Freud me out]]
 +  * [[pub:prototypes#space_shooter|Affective SpaceShooter]]
 +  * [[pub:londonbridge|London Bridge]] (scrollrunner game)
 +
 +==== Datasets ====
 +
 +  * [[pub:biraffe|BIRAFFE: Bio-Reactions and Faces for Emotion-based Personalization]]
  
 ===== Workshops ===== ===== Workshops =====
  • pub/research.txt
  • Last modified: 2024/01/25 12:26
  • by kkutt