Play With Your Emotions: Exploring Possibilities of Emotions as Game Input in NERO

Author:

Erb Valérie1,Kim Haesoo2,Chibisova Tatiana1,Lee Jeongmi1,Doh Young Yim3

Affiliation:

1. Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology, Korea, Republic of

2. School of Computing, Korea Advanced Institute of Science and Technology, Korea, Republic of

3. Games and LIfe Lab, Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology, Korea, Republic of

Funder

Ministry of Culture, Sports and Tourism and Korea Creative Content Agency

Publisher

ACM

Reference40 articles.

1. Arwa Al-Rubaian , Lama Alssum , Rawan Alharbi , Wafa Alrajhi , Haifa Aldayel , Nora Alangari , Hadeel Al-Negheimish , Aljohara Alfayez , Sara Alwaalan , Rania Aljindan , Ashwag Alshathri , Dania Alomar , Ghada Alhudhud , and Areej Al-Wabil . 2014. The Design and Development of Empathetic Serious Games for Dyslexia: BCI Arabic Phonological Processing Training Systems . In Design, User Experience, and Usability. User Experience Design Practice, Aaron Marcus (Ed.). Springer International Publishing , Cham , 105–112. Arwa Al-Rubaian, Lama Alssum, Rawan Alharbi, Wafa Alrajhi, Haifa Aldayel, Nora Alangari, Hadeel Al-Negheimish, Aljohara Alfayez, Sara Alwaalan, Rania Aljindan, Ashwag Alshathri, Dania Alomar, Ghada Alhudhud, and Areej Al-Wabil. 2014. The Design and Development of Empathetic Serious Games for Dyslexia: BCI Arabic Phonological Processing Training Systems. In Design, User Experience, and Usability. User Experience Design Practice, Aaron Marcus (Ed.). Springer International Publishing, Cham, 105–112.

2. Luigi Anolli , Fabrizia Mantovani , Linda Confalonieri , Antonio Ascolese , and L. Peveri . 2010 . Emotions in Serious Games: From Experience to Assessment. International Journal of Emerging Technologies in Learning (iJET) 5 , 2010 (March 2010), 7–16. https://www.learntechlib.org/p/44945 Luigi Anolli, Fabrizia Mantovani, Linda Confalonieri, Antonio Ascolese, and L. Peveri. 2010. Emotions in Serious Games: From Experience to Assessment. International Journal of Emerging Technologies in Learning (iJET) 5, 2010 (March 2010), 7–16. https://www.learntechlib.org/p/44945

3. Integrating Biosignals into Information Systems: A NeuroIS Tool for Improving Emotion Regulation

4. Hamdi Ben Abdessalem and Claude Frasson . 2017. Real-time Brain Assessment for Adaptive Virtual Reality Game : A Neurofeedback Approach . In Brain Function Assessment in Learning , Claude Frasson and George Kostopoulos (Eds.). Springer International Publishing , Cham , 133–143. Hamdi Ben Abdessalem and Claude Frasson. 2017. Real-time Brain Assessment for Adaptive Virtual Reality Game : A Neurofeedback Approach. In Brain Function Assessment in Learning, Claude Frasson and George Kostopoulos (Eds.). Springer International Publishing, Cham, 133–143.

5. Using emotion in games

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. EmoEcho: Designing Emotion Mimicry Mechanics for Enhancing Social Engagement in Digital Games;Extended Abstracts of the CHI Conference on Human Factors in Computing Systems;2024-05-11

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3