Designing immersive affective environments with biofeedback

Yi Li, Adel Said Elmaghraby, E. Sokhadze
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引用次数: 6

Abstract

Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.
设计具有生物反馈的沉浸式情感环境
严肃游戏在健康、教育和培训等许多应用领域都得到了认可。设计响应用户情绪的互动游戏可以提高游戏的有效性和用户接受度。用户互动的一个主要因素是对游戏场景的情感反应,这促使我们使用生物反馈来分析沉浸式游戏。本文提出了一种基于图形的交互游戏系统设计模型。该模型结合自主神经系统变量等生物反馈来评估用户对不同刺激的情绪反应。这种分析应该作为设计严肃游戏的指导原则。Oculus Rift DK2在实验中用于提供具有情感场景的沉浸式虚拟现实。实验证明了诱导可测量和区分情绪的能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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