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.
Authors
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