Emotion in Games Theory and Praxis / edited by Kostas Karpouzis, Georgios N. Yannakakis.
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Karpouzis, Kostas. (redaktör/utgivare)
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Yannakakis, Georgios N. (redaktör/utgivare)
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SpringerLink (Online service)
- ISBN 9783319413167
- Publicerad: Cham : Springer International Publishing : 2016
- Engelska XV, 338 p. 43 illus., 32 illus. in color.
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Serie: Socio-Affective Computing, 2509-5706 ; 4
- Relaterad länk:
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http://dx.doi.org/10... (Table of Contents / Abstracts)
Innehållsförteckning
Sammanfattning
Ämnesord
Stäng
- Foreword -- Preface -- Part I Theory -- The Aesthetic Motives of Play -- Affect Channel Model of Evaluation in the context of digital games -- Affective Involvement in Digital Games -- PART II - Emotion Modelling and Affect-Driven Adaptation -- Multimodal sensing in affective gaming -- Emotion Modelling via Speech Content and Prosody – in Computer Games and Elsewhere -- Comparing two commercial brain computer interfaces for serious games and virtual environments -- Psychophysiology in Games -- Emotion and Attitude Modeling for Non-player Characters -- Emotion-driven Level Generation -- Emotion-Driven Narrative Generation -- Game Cinematography: from Camera Control to Player Emotions -- From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games -- Emotional Appraisal Engines for Games -- Part III Applications -- Emotion and Body-based Games: Overview and Opportunities -- Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD -- Understanding and Designing for Conflict Learning Through Games -- Games robots play: once more, with feeling -- Lovotics: Love and Sex with Robots -- Index.
- 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 field of affective computing, and artificial intelligence. .
Ämnesord
- Medicine. (LCSH)
- Neurosciences. (LCSH)
- User interfaces (Computer systems). (LCSH)
- Artificial intelligence. (LCSH)
- Application software. (LCSH)
- Educational technology. (LCSH)
- Education -- Data processing. (LCSH)
- Biomedicine.
- Neurosciences.
- User Interfaces and Human Computer Interaction.
- Educational Technology.
- Artificial Intelligence (incl. Robotics).
- Computer Appl. in Social and Behavioral Sciences.
- Computers and Education.
Klassifikation
- RC321-580 (LCC)
- MED057000 (ämneskategori)
- 612.8 (DDC)
- Vef (kssb/8 (machine generated))
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