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Using Different Information Channels for Affect-Aware Video Games - A Case Study

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Image Processing and Communications Challenges 10 (IP&C 2018)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 892))

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Abstract

This paper presents the problem of creating affect-aware video games that use different information channels, such as image, video, physiological signals, input devices, and player’s behaviour, for emotion recognition. Presented case studies of three affect-aware games show certain conditions and limitations for using specific signals to recognize emotions and lead to interesting conclusions.

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Acknowledgment

This work was supported by DS Funds of ETI Faculty, Gdansk University of Technology.

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Correspondence to Wioleta Szwoch .

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Szwoch, M., Szwoch, W. (2019). Using Different Information Channels for Affect-Aware Video Games - A Case Study. In: Choraś, M., Choraś, R. (eds) Image Processing and Communications Challenges 10. IP&C 2018. Advances in Intelligent Systems and Computing, vol 892. Springer, Cham. https://doi.org/10.1007/978-3-030-03658-4_13

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