5 research outputs found

    Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me

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    In this paper we describe the fundamentals of affective gaming from a physiological point of view, covering some of the origins of the genre, how affective videogames operate and current conceptual and technological capabilities. We ground this overview of the ongoing research by taking an in-depth look at one of our own early biofeedback-based affective games. Based on our analysis of existing videogames and our own experience with affective videogames, we propose a new approach to game design based on several high-level design heuristics: assist me, challenge me and emote me (ACE), a series of gameplay "tweaks" made possible through affective videogames


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    Virtual Reality has attracted much attention in CSCW as a means for providing ‘Collaborative Virtual Environments’. In this paper an alternative use is made of VR for CSCW. Our work focuses not upon VR as an actual interface to CSCW systems but as a means for providing a rich environment in which to, firstly, represent the results of ethnographic study and, secondly, to explore requirements for a collaborative system by envisioning new work arrangements. We report on our use of VR in this way and what it offers for supporting the transition between ethnographic fieldwork and system design. We also report on the transition from a 3D envisionment to designing a 2D system intended for real world use

    Gaming, fine art, and familiar strangers

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    For this issue's Works in Progress, we have six abstracts in the areas of pervasive gaming, interactive entertainment, and interpersonal interactions. Three of the abstracts cover gaming systems that combine physical and virtual environments. These discuss new development frameworks and toolkits, analyze how users interact in gaming environments, and evaluate new technology for these environments. Two abstracts discuss interactive digital art: a system that observes and interacts with dancers and a methodology, and a toolkit for designing new digital art systems. The final abstract describes a system for helping individuals better understand the subtle interactions that they have with the people around them ("familiar strangers")

    Development and Developmental Disorders of the Brain Stem

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