Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants
AbstractIn 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
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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.
Nalepa GJ, 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(11):2509.Chicago/Turabian Style
Nalepa, Grzegorz J.; Kutt, Krzysztof; Giżycka, Barbara; Jemioło, Paweł; Bobek, Szymon. 2019. "Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants." Sensors 19, no. 11: 2509.
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