Exploration and virtual camera control in virtual three dimensional environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Through-the-lens camera control
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Virtual 3D camera composition from frame constraints
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
Toward Machine Emotional Intelligence: Analysis of Affective Physiological State
IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
SenToy in FantasyA: Designing an Affective Sympathetic Interface to a Computer Game
Personal and Ubiquitous Computing
Where Am I? What Am I Looking At?
IEEE Computer Graphics and Applications
Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Unscripted Narrative for Affectively Driven Characters
IEEE Computer Graphics and Applications
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Real-time cinematic camera control for interactive narratives
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
International Journal of Human-Computer Studies
Entertainment capture through heart rate activity in physical interactive playgrounds
User Modeling and User-Adapted Interaction
A Constraint-Based Autonomous 3D Camera System
Constraints
Entertainment modeling through physiology in physical play
International Journal of Human-Computer Studies
Virtual Camera Composition with Particle Swarm Optimization
SG '08 Proceedings of the 9th international symposium on Smart Graphics
Fundamentals of physiological computing
Interacting with Computers
Affective game engines: motivation and requirements
Proceedings of the 4th International Conference on Foundations of Digital Games
A discourse planning approach to cinematic camera control for narratives in virtual environments
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 1
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Preference learning for cognitive modeling: a case study on entertainment preferences
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Declarative camera control for automatic cinematography
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Power system database feature selection using a relaxed perceptron paradigm
MICAI'06 Proceedings of the 5th Mexican international conference on Artificial Intelligence
Virtual camera planning: a survey
SG'05 Proceedings of the 5th international conference on Smart Graphics
Towards adaptive virtual camera control in computer games
SG'11 Proceedings of the 11th international conference on Smart graphics
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
Ranking vs. Preference: a comparative study of self-reporting
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
Learning general preference models from physiological responses in video games: how complex is it?
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
The affective triad: stimuli, questionnaires, and measurements
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
Mining multimodal sequential patterns: a case study on affect detection
ICMI '11 Proceedings of the 13th international conference on multimodal interfaces
Modelling virtual camera behaviour through player gaze
Proceedings of the 6th International Conference on Foundations of Digital Games
Towards player-driven procedural content generation
Proceedings of the 9th conference on Computing Frontiers
Proceedings of the 9th conference on Computing Frontiers
What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?
ACM Transactions on Computer-Human Interaction (TOCHI)
Beyond the basic emotions: what should affective computing compute?
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 4th ACM Multimedia Systems Conference
Bandwidth adaptation for 3D mesh preview streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013
Experience Assessment and Design in the Analysis of Gameplay
Simulation and Gaming
International Journal of Computer Games Technology
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Information about interactive virtual environments, such as games, is perceived by users through a virtual camera. While most interactive applications let users control the camera, in complex navigation tasks within 3D environments users often get frustrated with the interaction. In this paper, we propose inclusion of camera control as a vital component of affective adaptive interaction in games. We investigate the impact of camera viewpoints on psychophysiology of players through preference surveys collected from a test game. Data is collected from players of a 3D prey/predator game in which player experience is directly linked to camera settings. Computational models of discrete affective states of fun, challenge, boredom, frustration, excitement, anxiety and relaxation are built on biosignal (heart rate, blood volume pulse and skin conductance) features to predict the pairwise self-reported emotional preferences of the players. For this purpose, automatic feature selection and neuro-evolutionary preference learning are combined providing highly accurate affective models. The performance of the artificial neural network models on unseen data reveals accuracies of above 80% for the majority of discrete affective states examined. The generality of the obtained models is tested in different test-bed game environments and the use of the generated models for creating adaptive affect-driven camera control in games is discussed.