Evoker: Narrative-based Facial Expression Game for Emotional Development of Adolescents

Author:

Hong Seokhyeon1,Choi Yeonsoo1,Sung Youjin1,Jin Yurhee2,Doh Young Yim3,Lee Jeongmi4

Affiliation:

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

2. Lifelike Avatar & Agent Lab, Graduate School of Culture Technology, 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

4. Visual Cognition Lab, Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology, Korea, Republic of

Funder

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

Publisher

ACM

Reference38 articles.

1. Deborah Bach. 2018. PLUGGED IN | The new Xbox Adaptive Controller will make gaming accessible to people with a broad range of disabilities. Retrieved January 8 2022 from https://news.microsoft.com/stories/xbox-adaptive-controller/ Deborah Bach. 2018. PLUGGED IN | The new Xbox Adaptive Controller will make gaming accessible to people with a broad range of disabilities. Retrieved January 8 2022 from https://news.microsoft.com/stories/xbox-adaptive-controller/

2. Using emotion in games

3. The Impact of the COVID‐19 Pandemic on Adolescent Emotional, Social, and Academic Adjustment

4. Justin Chamberland , Annie Roy-Charland , Melanie Perron , and Joël Dickinson . 2017. Distinction between fear and surprise: an interpretation-independent test of the perceptual-attentional limitation hypothesis. Social neuroscience 12, 6 ( 2017 ), 751–768. Justin Chamberland, Annie Roy-Charland, Melanie Perron, and Joël Dickinson. 2017. Distinction between fear and surprise: an interpretation-independent test of the perceptual-attentional limitation hypothesis. Social neuroscience 12, 6 (2017), 751–768.

5. Vanessa Wan Sze Cheng , Tracey Davenport , Daniel Johnson , Kellie Vella , and Ian  B Hickie . 2019. Gamification in apps and technologies for improving mental health and well-being: systematic review. JMIR mental health 6, 6 ( 2019 ), e13717. Vanessa Wan Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, and Ian B Hickie. 2019. Gamification in apps and technologies for improving mental health and well-being: systematic review. JMIR mental health 6, 6 (2019), e13717.

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1. FAC.EX: FACial EXpressions for Video Game Characters;2024 IEEE Conference on Games (CoG);2024-08-05

2. Engaging and Entertaining Adolescents in Health Education Using LLM-Generated Fantasy Narrative Games and Virtual Agents;Extended Abstracts of the CHI Conference on Human Factors in Computing Systems;2024-05-11

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