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» Using emotion in games: emotional flowers
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IJMMS
2007
114views more  IJMMS 2007»
13 years 5 months ago
A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies
The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of asse...
Regan L. Mandryk, M. Stella Atkins
CHI
2003
ACM
14 years 5 months ago
FantasyA and SenToy
FantasyA is a role-playing game where emotions are part of the game logic. SenToy is a tangible interface device [2], used to influence emotional behaviour in FantasyA. Players in...
Adrian Bullock, Ana Paiva, Kristina Höök...
AAI
2002
109views more  AAI 2002»
13 years 5 months ago
Probabilistic Assessment of User's Emotions in Educational Games
We present a probabilistic model to monitor a user's emotions and engagement during the interaction with educational games. We illustrate how our probabilistic model assesses...
Cristina Conati
DIMEA
2007
97views Multimedia» more  DIMEA 2007»
13 years 9 months ago
Dialogs taking into account experience, emotions and personality
This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the proj...
Anne-Gwenn Bosser, Guillaume Levieux, Karim Sehaba...
PUC
2002
135views more  PUC 2002»
13 years 5 months ago
SenToy in FantasyA: Designing an Affective Sympathetic Interface to a Computer Game
We describe the design process of an affective control toy, named SenToy, used to control a synthetic character in a computer game. SenToy allows players1 to influence the emotion...
Ana Paiva, Gerd Andersson, Kristina Höök...