Demonstration of a reading coach that listens
Proceedings of the 8th annual ACM symposium on User interface and software technology
Making Space for Voice: Technologies to Support Children’s Fantasy and Storytelling
Personal and Ubiquitous Computing
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Analysis of emotion recognition using facial expressions, speech and multimodal information
Proceedings of the 6th international conference on Multimodal interfaces
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Towards adapting fantasy, curiosity and challenge in multimodal dialogue systems for preschoolers
Proceedings of the 2009 international conference on Multimodal interfaces
Capturing entertainment through heart rate dynamics in the playware playground
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
A review of ASR technologies for children's speech
Proceedings of the 2nd Workshop on Child, Computer and Interaction
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In this paper, we investigate how fantasy, curiosity and challenge contribute to the user experience in multimodal dialogue computer games for preschool children. For this purpose, an on-line multimodal platform has been designed, implemented and used as a starting point to develop five task oriented games suitable for preschoolers, with varying levels of fantasy and curiosity elements, as well as, variable difficulty levels. Nine preschool children were asked to play these games in different configurations and choose the application setup that they enjoyed most. Results show that fantasy and curiosity are correlated with children's entertainment, while the level of difficulty seems to depend on each child's individual preferences and capabilities. In addition, a variety of objective metrics (task completion, interaction time, wrong answers), audio features and emotional state have been investigated as potential features that can predict optimal levels of fantasy, curiosity and difficulty for each child. Emotional state recognition results are also reported.