Affective computing
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
User Modeling and User-Adapted Interaction
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Automatic prediction of frustration
International Journal of Human-Computer Studies
Entertainment capture through heart rate activity in physical interactive playgrounds
User Modeling and User-Adapted Interaction
Automatic detection of learner's affect from conversational cues
User Modeling and User-Adapted Interaction
Modeling self-efficacy in intelligent tutoring systems: An inductive approach
User Modeling and User-Adapted Interaction
Introduction to special Issue on `Affective modeling and adaptation'
User Modeling and User-Adapted Interaction
The relative impact of student affect on performance models in a spoken dialogue tutoring system
User Modeling and User-Adapted Interaction
A Survey of Affect Recognition Methods: Audio, Visual, and Spontaneous Expressions
IEEE Transactions on Pattern Analysis and Machine Intelligence
Towards affective camera control in games
User Modeling and User-Adapted Interaction
Genetic search feature selection for affective modeling: a case study on reported preferences
Proceedings of the 3rd international workshop on Affective interaction in natural environments
Assessment of learners' attention while overcoming errors and obstacles: an empirical study
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Generic physiological features as predictors of player experience
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
Assessing performance competence in training games
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
Virtual rehabilitation environment using principles of intrinsic motivation and game design
Presence: Teleoperators and Virtual Environments
Affective computing on elderly physical and cognitive training within live social networks
SETN'12 Proceedings of the 7th Hellenic conference on Artificial Intelligence: theories and applications
Affective Realism of Animated Films in the Development of Simulation-Based Tutoring Systems
International Journal of Distance Education Technologies
Comparing expert driving behavior in real world and simulator contexts
International Journal of Computer Games Technology
Hi-index | 0.00 |
The tremendous advances in gaming technologies over the past decade have focused primarily on the physical realism of the game environment and game characters, and the complexity and performance of game simulations and networking. However, current games are still lacking in the affective realism of the game characters, and the social complexity and realism of their interactions. To achieve the next leap in the level of engagement and effectiveness, particularly in the arena of serious games, gaming research needs to focus on enhancing the social and affective complexity and realism of the game characters, their interaction, and the game narrative as a whole. To achieve these goals, games and game development tools will need to provide functionality to support the recognition of user and game character emotions, real-time adaptation and appropriate responses to these emotions, and more realistic expression of emotions in game characters and user avatars. To support these functionalities, the games will need to construct affective models of the players, and include computational models of emotion within the game characters. In this paper, we discuss these functionalities, and suggest a set of requirements for an affective game engine, capable of supporting the development of more affectively realistic, engaging, and effective games. The discussion is organized around the functional requirements and the computational tasks necessary to support them. We emphasize the importance of selecting appropriate semantic primitives, and discuss how existing methods and techniques in affective computing and computational affective modeling contribute to the development of affective game engines and game development tools.