Ahbiya Harris, Alyza Villa, A. Hoch, Maria Elena Chavez Echeagaray, Ryan Kral, Javier Gonzalez-Sanchez, Michael Teposte, R. Atkinson
{"title":"Including affect-driven adaptation to the Pac-Man video game","authors":"Ahbiya Harris, Alyza Villa, A. Hoch, Maria Elena Chavez Echeagaray, Ryan Kral, Javier Gonzalez-Sanchez, Michael Teposte, R. Atkinson","doi":"10.1145/2641248.2641360","DOIUrl":null,"url":null,"abstract":"Building affect-driven adaptive environments is a task geared toward creating environments able to change based on the affective state of a target user. In our project, the environment is the well-known game, Pac-Man. To provide affect-driven adaptive capabilities, diverse sensors were utilized to gather a user's physiological data and an emotion recognition framework was used to fuse the sensed data and infer affective states. The game changes driven by those affective states aim to improve the user experience by keeping or increasing player's engagement.","PeriodicalId":110421,"journal":{"name":"ISWC '14 Adjunct","volume":"48 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ISWC '14 Adjunct","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2641248.2641360","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Building affect-driven adaptive environments is a task geared toward creating environments able to change based on the affective state of a target user. In our project, the environment is the well-known game, Pac-Man. To provide affect-driven adaptive capabilities, diverse sensors were utilized to gather a user's physiological data and an emotion recognition framework was used to fuse the sensed data and infer affective states. The game changes driven by those affective states aim to improve the user experience by keeping or increasing player's engagement.