Affective computing
The computer for the 21st century
ACM SIGMOBILE Mobile Computing and Communications Review - Special issue dedicated to Mark Weiser
Informative art: using amplified artworks as information displays
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
Aesthetic information collages: generating decorative displays that contain information
Proceedings of the 14th annual ACM symposium on User interface software and technology
Heuristic evaluation of ambient displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
The Game Design Reader: A Rules of Play Anthology
The Game Design Reader: A Rules of Play Anthology
Utilizing mobile phones as ambient information displays
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Weekend battle: an entertainment system for improving workers' motivation
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Reflex flower: ambient work rhythm visualization system in computer-aided work environments
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Between aesthetics and utility: designing ambient information visualizations
INFOVIS'03 Proceedings of the Ninth annual IEEE conference on Information visualization
Facial expressions as game input with different emotional feedback conditions
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
"Now you need to laugh!": investigating fun in games with children
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Using affective trajectories to describe states of flow in interactive art
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Smile like hollywood star: face components as game input
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
HappinessCounter: smile-encouraging appliance to increase positive mood
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 13th international conference on Ubiquitous computing
Casual schedule management and shared system using an avatar
KES'11 Proceedings of the 15th international conference on Knowledge-based and intelligent information and engineering systems - Volume Part I
An imaginary friend that connects with the user's emotions
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Stand up, heroes!: gamification for standing people on crowded public transportation
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Hi-index | 0.00 |
It can be argued that one of the main reasons for playing games is to achieve an emotional reaction of the player. To be surprised, happy, angry or anxious - to perceive different emotional states - is one of the main reasons to play games. The "Emotional Flowers" game harnesses the player's emotions as the primary means for the game interaction. Within the game the player's facial expression of emotion is used to control the growth of a flower. Multiple players can play "Emotional Flowers" simultaneously. The main idea is to grow the flower as fast as possible based on positive emotions like happiness and surprise. Flowers of all participants within the game are additionally displayed on an ambient display in a public area. This influences not only emotions by the user, but also has an effect on social interactions within the group of players. In this paper, we present design, implementation and evaluation of the "Emotional Flowers" game.