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Emotion in Games = Theory and Praxis /
~
Karpouzis, Kostas.
Emotion in Games = Theory and Praxis /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Emotion in Games/ edited by Kostas Karpouzis, Georgios N. Yannakakis.
其他題名:
Theory and Praxis /
其他作者:
Karpouzis, Kostas.
面頁冊數:
XV, 338 p. 43 illus., 32 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Neurosciences. -
電子資源:
https://doi.org/10.1007/978-3-319-41316-7
ISBN:
9783319413167
Emotion in Games = Theory and Praxis /
Emotion in Games
Theory and Praxis /[electronic resource] :edited by Kostas Karpouzis, Georgios N. Yannakakis. - 1st ed. 2016. - XV, 338 p. 43 illus., 32 illus. in color.online resource. - Socio-Affective Computing,42509-5706 ;. - Socio-Affective Computing,1.
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. .
ISBN: 9783319413167
Standard No.: 10.1007/978-3-319-41316-7doiSubjects--Topical Terms:
593561
Neurosciences.
LC Class. No.: RC321-580
Dewey Class. No.: 612.8
Emotion in Games = Theory and Praxis /
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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.
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