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Titlebook: Emotion in Games; Theory and Praxis Kostas Karpouzis,Georgios N. Yannakakis Book 2016 Springer International Publishing Switzerland 2016 af

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書目名稱Emotion in Games
副標題Theory and Praxis
編輯Kostas Karpouzis,Georgios N. Yannakakis
視頻videohttp://file.papertrans.cn/309/308642/308642.mp4
概述Explores theory and practice on how to induce, measure and utilise emotion in gaming environments.Elaborates on measuring emotion for richer learning, assessment and entertainment experiences.Includes
叢書名稱Socio-Affective Computing
圖書封面Titlebook: Emotion in Games; Theory and Praxis Kostas Karpouzis,Georgios N. Yannakakis Book 2016 Springer International Publishing Switzerland 2016 af
描述The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. .This book will be of interest to researchers and scholars in the fieldsof game research, affective computing, human computer interaction, andartificial intelligence...?.
出版日期Book 2016
關鍵詞affective computing; emotion; game-based learning; natural interaction; player experience
版次1
doihttps://doi.org/10.1007/978-3-319-41316-7
isbn_softcover978-3-319-82321-8
isbn_ebook978-3-319-41316-7Series ISSN 2509-5706 Series E-ISSN 2509-5714
issn_series 2509-5706
copyrightSpringer International Publishing Switzerland 2016
The information of publication is updating

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Affective Involvement in Digital Games Model, an analytical framework designed to understand player experience developed through qualitative research. The model identifies six dimensions of involvement in digital games, namely kinesthetic involvement, spatial involvement, shared involvement, narrative involvement, ludic involvement and
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Multimodal Sensing in Affective Gamingystick, a mouse, a keyboard or a proprietary game controller. Recent technological advances have enabled the introduction of more elaborated approaches in which the player is able to interact with the game using body pose, facial expressions, actions, even physiological signals. The future lies in ‘
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Emotion-Driven Narrative Generation remains an open problem. With the development of models of emotion, it would be possible to use these models as means of evaluating stories for their emotional content. In this chapter, we discuss Dramatis, a model of suspense. This model measures the level of suspense in a story by attempting to d
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