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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 fields of game research, affective computing, human computer interaction, and artificial intelligence.
Foreword
Preface
Part I Theory
1. The Aesthetic Motives of Play
2. Affect Channel Model of Evaluation in the context of digital games
3. Affective Involvement in Digital Games
PART II - Emotion Modelling and Affect-Driven Adaptation
4. Multimodal sensing in affective gaming
5. Emotion Modelling via Speech Content and Prosody in Computer Games and Elsewhere
6. Comparing two commercial brain computer interfaces for serious games and virtual environments
7. Psychophysiology in Games
8. Emotion and Attitudl˜
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