Verkauf durch Sack Fachmedien

Yannakakis / Karpouzis

Emotion in Games

Theory and Praxis

Medium: Buch
ISBN: 978-3-319-82321-8
Verlag: Springer International Publishing
Erscheinungstermin: 22.04.2018
Lieferfrist: bis zu 10 Tage
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 fields of game research, affective computing, human computer interaction, and artificial intelligence.

Produkteigenschaften


  • Artikelnummer: 9783319823218
  • Medium: Buch
  • ISBN: 978-3-319-82321-8
  • Verlag: Springer International Publishing
  • Erscheinungstermin: 22.04.2018
  • Sprache(n): Englisch
  • Auflage: Softcover Nachdruck of the original 1. Auflage 2016
  • Serie: Socio-Affective Computing
  • Produktform: Kartoniert, Paperback
  • Gewicht: 5387 g
  • Seiten: 338
  • Format (B x H x T): 155 x 235 x 20 mm
  • Ausgabetyp: Kein, Unbekannt

Autoren/Hrsg.

Herausgeber

Yannakakis, Georgios N.

Karpouzis, Kostas

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.