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Emotion in gamestheory and praxis /
~
Karpouzis, Kostas.
Emotion in gamestheory and praxis /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Emotion in gamesedited by Kostas Karpouzis, Georgios N. Yannakakis.
Reminder of title:
theory and praxis /
other author:
Karpouzis, Kostas.
Published:
Cham :Springer International Publishing :2016.
Description:
xv, 338 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Video gamesDesign.
Online resource:
http://dx.doi.org/10.1007/978-3-319-41316-7
ISBN:
9783319413167$q(electronic bk.)
Emotion in gamestheory and praxis /
Emotion in games
theory and praxis /[electronic resource] :edited by Kostas Karpouzis, Georgios N. Yannakakis. - Cham :Springer International Publishing :2016. - xv, 338 p. :ill., digital ;24 cm. - Socio-affective computing,v.42509-5706 ;. - Socio-affective computing ;v.1..
Foreword -- Preface -- Part I Theory -- The Aesthetic Motives of Play -- Affect Channel Model of Evaluation in the context of digital games -- Affective Involvement in Digital Games -- PART II - Emotion Modelling and Affect-Driven Adaptation -- Multimodal sensing in affective gaming -- Emotion Modelling via Speech Content and Prosody - in Computer Games and Elsewhere -- Comparing two commercial brain computer interfaces for serious games and virtual environments -- Psychophysiology in Games -- Emotion and Attitude Modeling for Non-player Characters -- Emotion-driven Level Generation -- Emotion-Driven Narrative Generation -- Game Cinematography: from Camera Control to Player Emotions -- From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games -- Emotional Appraisal Engines for Games -- Part III Applications -- Emotion and Body-based Games: Overview and Opportunities -- Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD -- Understanding and Designing for Conflict Learning Through Games -- Games robots play: once more, with feeling -- Lovotics: Love and Sex with Robots -- Index.
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence.
ISBN: 9783319413167$q(electronic bk.)
Standard No.: 10.1007/978-3-319-41316-7doiSubjects--Topical Terms:
250160
Video games
--Design.
LC Class. No.: GV1469.3 / .E46 2016
Dewey Class. No.: 794.8
Emotion in gamestheory and praxis /
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edited by Kostas Karpouzis, Georgios N. Yannakakis.
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Foreword -- Preface -- Part I Theory -- The Aesthetic Motives of Play -- Affect Channel Model of Evaluation in the context of digital games -- Affective Involvement in Digital Games -- PART II - Emotion Modelling and Affect-Driven Adaptation -- Multimodal sensing in affective gaming -- Emotion Modelling via Speech Content and Prosody - in Computer Games and Elsewhere -- Comparing two commercial brain computer interfaces for serious games and virtual environments -- Psychophysiology in Games -- Emotion and Attitude Modeling for Non-player Characters -- Emotion-driven Level Generation -- Emotion-Driven Narrative Generation -- Game Cinematography: from Camera Control to Player Emotions -- From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games -- Emotional Appraisal Engines for Games -- Part III Applications -- Emotion and Body-based Games: Overview and Opportunities -- Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD -- Understanding and Designing for Conflict Learning Through Games -- Games robots play: once more, with feeling -- Lovotics: Love and Sex with Robots -- Index.
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The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence.
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Biomedical and Life Sciences (Springer-11642)
based on 0 review(s)
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000000134064
電子館藏
1圖書
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EB GV1469.3 E54 2016
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1 records • Pages 1 •
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http://dx.doi.org/10.1007/978-3-319-41316-7
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