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EMERALD—Exercise Monitoring Emotional Assistant
Open AccessFeature PaperArticle

Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants

1
AGH University of Science and Technology, 30-059 Krakow, Poland
2
Jagiellonian University, 31-007 Krakow, Poland
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Author to whom correspondence should be addressed.
Sensors 2019, 19(11), 2509; https://doi.org/10.3390/s19112509
Received: 5 April 2019 / Revised: 15 May 2019 / Accepted: 25 May 2019 / Published: 31 May 2019
(This article belongs to the Special Issue Ambient Intelligent Systems using Wearable Sensors)
In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors. View Full-Text
Keywords: affective computing; wearable sensors; affective gaming; context-aware systems affective computing; wearable sensors; affective gaming; context-aware systems
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Nalepa, G.J.; Kutt, K.; Giżycka, B.; Jemioło, P.; Bobek, S. Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants. Sensors 2019, 19, 2509.

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