4 research outputs found

    Applying affective design patterns in VR firefighter training simulator

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    We present a prototype of virtual reality training simulator for firefighters. Our approach is based on the concept of Affective Patterns in Serious Games. One of the most serious problems when it comes to training firefighters is to maintain the right level of their commitment. The idea to solve the problem of repetitive and monotonous exercises is to combine them with those implemented in VR. While creating the solution for optimizing a psychological background of knowledge acquisition in training, we used concepts from the Motivational Intensity Theory

    Analysis and use of the emotional context with wearable devices for games and intelligent assistants

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    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

    Affective design patterns in computer games : scrollrunner case study

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    The emotional state of the user is a new dimension in human-computer interaction, that can be used to improve the user experience. This is the domain of affective computing. In our work we focus on the applications of affective techniques in the design of video games. We assume that a change in the affective condition of a player can be detecte based on the monitoring of physiological signals following the James - Lange theory of emotions. We propose the use of game design patterns introduced by Björk and Holopainen to build games. We identify a set of patterns that can be considered affective. Then we demonstrate how these patterns can be used in a design of a scroll - runner game. We address the problem of the calibration of measurements in order to reflect responses of individual users. We also provide results of practical experiments to verify our approach
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