设计具有生物反馈的沉浸式情感环境

Yi Li, Adel Said Elmaghraby, E. Sokhadze
{"title":"设计具有生物反馈的沉浸式情感环境","authors":"Yi Li, Adel Said Elmaghraby, E. Sokhadze","doi":"10.1109/CGames.2015.7272965","DOIUrl":null,"url":null,"abstract":"Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Designing immersive affective environments with biofeedback\",\"authors\":\"Yi Li, Adel Said Elmaghraby, E. Sokhadze\",\"doi\":\"10.1109/CGames.2015.7272965\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.\",\"PeriodicalId\":447614,\"journal\":{\"name\":\"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-07-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CGames.2015.7272965\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CGames.2015.7272965","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

摘要

严肃游戏在健康、教育和培训等许多应用领域都得到了认可。设计响应用户情绪的互动游戏可以提高游戏的有效性和用户接受度。用户互动的一个主要因素是对游戏场景的情感反应,这促使我们使用生物反馈来分析沉浸式游戏。本文提出了一种基于图形的交互游戏系统设计模型。该模型结合自主神经系统变量等生物反馈来评估用户对不同刺激的情绪反应。这种分析应该作为设计严肃游戏的指导原则。Oculus Rift DK2在实验中用于提供具有情感场景的沉浸式虚拟现实。实验证明了诱导可测量和区分情绪的能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Designing immersive affective environments with biofeedback
Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
3D Hospital: Design and implement quest-based game framework for transitional training Classification effects on Motion-Onset Visual Evoked Potentials using commercially available video games Interacting with multiple game genres using Motion Onset Visual Evoked Potentials Where do they look at? Analysis of gaze interaction in children while playing a puzzle game Sphero as an interactive tool in computer games for people with ID
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1