Analysis and use of the emotional context with wearable devices for games and intelligent assistants

2019
journal article
article
39
cris.lastimport.wos2024-04-09T22:23:13Z
dc.abstract.enIn this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.pl
dc.contributor.authorNalepa, Grzegorz - 200414 pl
dc.contributor.authorKutt, Krzysztof - 177822 pl
dc.contributor.authorGiżycka, Barbarapl
dc.contributor.authorJemioło, Pawełpl
dc.contributor.authorBobek, Szymon - 428058 pl
dc.date.accessioned2021-01-14T22:24:59Z
dc.date.available2021-01-14T22:24:59Z
dc.date.issued2019pl
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.number11pl
dc.description.versionostateczna wersja wydawcy
dc.description.volume19pl
dc.identifier.articleid2509pl
dc.identifier.doi10.3390/s19112509pl
dc.identifier.eissn1424-8220pl
dc.identifier.projectROD UJ / OPpl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/260543
dc.languageengpl
dc.language.containerengpl
dc.rightsUdzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa*
dc.rights.licenceCC-BY
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/legalcode.pl*
dc.share.typeotwarte czasopismo
dc.source.integratorfalse
dc.subject.enaffective computingpl
dc.subject.enwearable sensorspl
dc.subject.enaffective gamingpl
dc.subject.encontext-aware systemspl
dc.subtypeArticlepl
dc.titleAnalysis and use of the emotional context with wearable devices for games and intelligent assistantspl
dc.title.journalSensorspl
dc.typeJournalArticlepl
dspace.entity.typePublication
cris.lastimport.wos
2024-04-09T22:23:13Z
dc.abstract.enpl
In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.
dc.contributor.authorpl
Nalepa, Grzegorz - 200414
dc.contributor.authorpl
Kutt, Krzysztof - 177822
dc.contributor.authorpl
Giżycka, Barbara
dc.contributor.authorpl
Jemioło, Paweł
dc.contributor.authorpl
Bobek, Szymon - 428058
dc.date.accessioned
2021-01-14T22:24:59Z
dc.date.available
2021-01-14T22:24:59Z
dc.date.issuedpl
2019
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.numberpl
11
dc.description.version
ostateczna wersja wydawcy
dc.description.volumepl
19
dc.identifier.articleidpl
2509
dc.identifier.doipl
10.3390/s19112509
dc.identifier.eissnpl
1424-8220
dc.identifier.projectpl
ROD UJ / OP
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/260543
dc.languagepl
eng
dc.language.containerpl
eng
dc.rights*
Udzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa
dc.rights.licence
CC-BY
dc.rights.uri*
http://creativecommons.org/licenses/by/4.0/legalcode.pl
dc.share.type
otwarte czasopismo
dc.source.integrator
false
dc.subject.enpl
affective computing
dc.subject.enpl
wearable sensors
dc.subject.enpl
affective gaming
dc.subject.enpl
context-aware systems
dc.subtypepl
Article
dc.titlepl
Analysis and use of the emotional context with wearable devices for games and intelligent assistants
dc.title.journalpl
Sensors
dc.typepl
JournalArticle
dspace.entity.type
Publication
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