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Heart rate variability: indicator of user state as an aid to human-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toward Machine Emotional Intelligence: Analysis of Affective Physiological State
IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
Emotion & design: attractive things work better
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Fuzzy and Neural Approaches in Engineering
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The human-computer interaction handbook
Physiological responses to different WEB page designs
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Using mental load for managing interruptions in physiologically attentive user interfaces
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Person-independent estimation of emotional experiences from facial expressions
Proceedings of the 10th international conference on Intelligent user interfaces
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Modeling user emotion in interactive play environments: a fuzzy physiological approach
Modeling user emotion in interactive play environments: a fuzzy physiological approach
IEEE Spectrum
International Journal of Human-Computer Studies
Entertainment modeling through physiology in physical play
International Journal of Human-Computer Studies
Avatars in social media: Balancing accuracy, playfulness and embodied messages
International Journal of Human-Computer Studies
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
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Fundamentals of physiological computing
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Personal and Ubiquitous Computing
Short-term emotion assessment in a recall paradigm
International Journal of Human-Computer Studies
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International Journal of Human-Computer Studies
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IJCNN'09 Proceedings of the 2009 international joint conference on Neural Networks
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
International Journal of Human-Computer Studies
The effects of virtual characters on audiences' movie experience
Interacting with Computers
Skinput: appropriating the body as an input surface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Editorial: Modelling user experience - An agenda for research and practice
Interacting with Computers
Towards affective camera control in games
User Modeling and User-Adapted Interaction
A mixture of fuzzy filters applied to the analysis of heartbeat intervals
Fuzzy Optimization and Decision Making
Chances of increasing youth health awareness through mobile wellness applications
USAB'10 Proceedings of the 6th international conference on HCI in work and learning, life and leisure: workgroup human-computer interaction and usability engineering
Skinput: appropriating the skin as an interactive canvas
Communications of the ACM
Biofeedback game design: using direct and indirect physiological control to enhance game interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Identifying emotional states using keystroke dynamics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Affective gaming: a GSR based approach
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Generic physiological features as predictors of player experience
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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
ACM Transactions on Autonomous and Adaptive Systems (TAAS) - Special section on formal methods in pervasive computing, pervasive adaptation, and self-adaptive systems: Models and algorithms
Biometric storyboards: visualising game user research data
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Towards human operator "state" assessment
Proceedings of the 1st International Conference on Application and Theory of Automation in Command and Control Systems
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Affect prediction from physiological measures via visual stimuli
International Journal of Human-Computer Studies
Biometrics to improve methodologies on understanding player's gameplay experience
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Social Interaction in Games: Measuring Physiological Linkage and Social Presence
Simulation and Gaming
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Interacting with Computers
Cardiovascular physiology predicts learning effects in a serious game activity
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ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part I
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International Journal of Human-Computer Studies
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Personal and Ubiquitous Computing
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Computer Methods and Programs in Biomedicine
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The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of assessing emotional state, and even fewer methods of quantifying emotion during play. This paper presents a novel method for continuously modeling emotion using physiological data. A fuzzy logic model transformed four physiological signals into arousal and valence. A second fuzzy logic model transformed arousal and valence into five emotional states relevant to computer game play: boredom, challenge, excitement, frustration, and fun. Modeled emotions compared favorably with a manual approach, and the means were also evaluated with subjective self-reports, exhibiting the same trends as reported emotions for fun, boredom, and excitement. This approach provides a method for quantifying emotional states continuously during a play experience.