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Using Different Information Channels for Affect-Aware Video Games - A Case Study

This paper presents the problem of creating affect-aware video games that use different information channels, such as image, video, physiological signals, input devices, and player’s behaviour, for emotion recognition. Presented case studies of three affect-aware games show certain conditions and limitations for using specific signals to recognize emotions and lead to interesting conclusions.

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Additional information

DOI
Digital Object Identifier link open in new tab 10.1007/978-3-030-03658-4_1
Category
Aktywność konferencyjna
Type
publikacja w wydawnictwie zbiorowym recenzowanym (także w materiałach konferencyjnych)
Language
angielski
Publication year
2018

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