28,402 research outputs found

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

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    We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    ĐšĐžĐ±Đ”Ń€Đ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃ‚ŃŒ ĐČ ĐŸĐ±Ń€Đ°Đ·ĐŸĐČĐ°Ń‚Đ”Đ»ŃŒĐœŃ‹Ń… ŃĐ”Ń‚ŃŃ…

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.ĐŁ статті ĐŸĐ±ĐłĐŸĐČĐŸŃ€ŃŽŃ”Ń‚ŃŒŃŃ ĐŒĐŸĐ¶Đ»ĐžĐČĐžĐč ĐČплОĐČ Ń†ĐžŃ„Ń€ĐŸĐČĐŸĐłĐŸ ĐżŃ€ĐŸŃŃ‚ĐŸŃ€Ńƒ ĐœĐ° Đ»ŃŽĐŽĐžĐœŃƒ, Đ° таĐșĐŸĐ¶ ĐżĐŸĐČ'ŃĐ·Đ°ĐœŃ– Đ· Đ»ŃŽĐŽĐžĐœĐŸŃŽ ĐœĐ°ĐżŃ€ŃĐŒĐșĐž ĐșібДрбДзпДĐșĐž ĐČ ĐŸŃĐČіті: ріĐČĐœŃ– ĐșібДрбДзпДĐșĐž, Ń€ĐŸĐ»ŃŒ ŃĐŸŃ†Ń–Đ°Đ»ŃŒĐœĐŸĐłĐŸ Ń–ĐœĐ¶ĐžĐœŃ–Ń€ĐžĐœĐłŃƒ ĐČ ĐșібДрбДзпДці ĐŸŃĐČіто, «ĐșĐŸĐłĐœŃ–Ń‚ĐžĐČĐœĐ° ĐČĐ°ĐșŃ†ĐžĐœĐ°Ń†Ń–ŃÂ». Â«Đ›ŃŽĐŽĐžĐœĐ°Â» Ń€ĐŸĐ·ĐłĐ»ŃĐŽĐ°Ń”Ń‚ŃŒŃŃ ĐČ Đ·Đ°ĐłĐ°Đ»ŃŒĐœĐŸĐŒŃƒ Đ·ĐœĐ°Ń‡Đ”ĐœĐœŃ–, ĐłĐŸĐ»ĐŸĐČĐœĐžĐŒ Ń‡ĐžĐœĐŸĐŒ яĐș та, Ń‰ĐŸ ĐœĐ°ĐČчається. ĐĐœĐ°Đ»Ń–Đ· ĐœĐ°ĐŽĐ°Ń”Ń‚ŃŒŃŃ ĐœĐ° ĐŸŃĐœĐŸĐČі ĐŽĐŸŃĐČіЮу ĐłŃ–Đ±Ń€ĐžĐŽĐœĐŸŃ— ĐČіĐčĐœĐž ĐČ ĐŁĐșŃ€Đ°Ń—ĐœŃ–, яĐșĐ° ĐżŃ€ĐŸĐŽĐ”ĐŒĐŸĐœŃŃ‚Ń€ŃƒĐČала Đ·ĐŒŃ–ĐœŃƒ цілДĐč ĐČіĐčсьĐșĐŸĐČох ĐŸĐżĐ”Ń€Đ°Ń†Ń–Đč Đ· ĐČіĐčсьĐșĐŸĐČĐŸŃĐ»ŃƒĐ¶Đ±ĐŸĐČціĐČ Ń‚Đ° ĐșŃ€ĐžŃ‚ĐžŃ‡ĐœĐŸŃ— Ń–ĐœŃ„Ń€Đ°ŃŃ‚Ń€ŃƒĐșтуро ĐœĐ° Đ»ŃŽĐŽĐžĐœŃƒ Đ·Đ°ĐłĐ°Đ»ĐŸĐŒ. ĐœĐŸĐ»ĐŸĐŽŃŒ - цД ĐČразлОĐČĐ° група, яĐșĐ° ĐŒĐŸĐ¶Đ” Đ±ŃƒŃ‚Đž ĐŸŃĐœĐŸĐČĐœĐŸŃŽ ĐŒĐ”Ń‚ĐŸŃŽ таĐșох ĐŸĐżĐ”Ń€Đ°Ń†Ń–Đč ĐČ ĐŽĐŸĐČĐłĐŸŃŃ‚Ń€ĐŸĐșĐŸĐČіĐč пДрспДĐșтоĐČі, і ĐČĐŸĐœĐž є ĐœĐ°ĐčŃĐ»Đ°Đ±ŃˆĐŸŃŽ Đ»Đ°ĐœĐșĐŸŃŽ ŃĐžŃŃ‚Đ”ĐŒĐž.В ĐŽĐŸĐșŃƒĐŒĐ”ĐœŃ‚Đ” ĐŸĐ±ŃŃƒĐ¶ĐŽĐ°Đ”Ń‚ŃŃ ĐČĐŸĐ·ĐŒĐŸĐ¶ĐœĐŸĐ” ĐČĐ»ĐžŃĐœĐžĐ” Ń†ĐžŃ„Ń€ĐŸĐČĐŸĐłĐŸ ĐżŃ€ĐŸŃŃ‚Ń€Đ°ĐœŃŃ‚ĐČĐ° ĐœĐ° Ń‡Đ”Đ»ĐŸĐČĐ”ĐșĐ°, Đ° таĐșжД сĐČŃĐ·Đ°ĐœĐœŃ‹Đ” с ĐœĐžĐŒ ĐœĐ°ĐżŃ€Đ°ĐČĐ»Đ”ĐœĐžŃ ĐČ Đ°ĐœĐ°Đ»ĐžĐ·Đ” ĐșĐžĐ±Đ”Ń€Đ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃ‚Đž ĐČ ĐŸĐ±Ń€Đ°Đ·ĐŸĐČĐ°ĐœĐžĐž: ŃƒŃ€ĐŸĐČĐœĐž ĐșĐžĐ±Đ”Ń€Đ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃ‚Đž, Ń€ĐŸĐ»ŃŒ ŃĐŸŃ†ĐžĐ°Đ»ŃŒĐœĐŸĐč ĐžĐœĐ¶Đ”ĐœĐ”Ń€ĐžĐž ĐČ ĐșĐžĐ±Đ”Ń€Đ±Đ”Đ·ĐŸĐżĐ°ŃĐœĐŸŃŃ‚Đž ĐŸĐ±Ń€Đ°Đ·ĐŸĐČĐ°ĐœĐžŃ, «ĐșĐŸĐłĐœĐžŃ‚ĐžĐČĐœĐ°Ń ĐČĐ°ĐșŃ†ĐžĐœĐ°Ń†ĐžŃÂ». Â«Đ§Đ”Đ»ĐŸĐČĐ”Đș» Ń€Đ°ŃŃĐŒĐ°Ń‚Ń€ĐžĐČĐ°Đ”Ń‚ŃŃ ĐČ ĐŸĐ±Ń‰Đ”ĐŒ ŃĐŒŃ‹ŃĐ»Đ”, ĐČ ĐŸŃĐœĐŸĐČĐœĐŸĐŒ ĐșĐ°Đș ŃƒŃ‡Đ”ĐœĐžĐș. ĐĐœĐ°Đ»ĐžĐ· прДЎстаĐČĐ»Đ”Đœ ĐœĐ° ĐŸŃĐœĐŸĐČĐ” ĐŸĐżŃ‹Ń‚Đ° ĐłĐžĐ±Ń€ĐžĐŽĐœĐŸĐč ĐČĐŸĐčĐœŃ‹ ĐČ ĐŁĐșŃ€Đ°ĐžĐœĐ”, ĐșĐŸŃ‚ĐŸŃ€Đ°Ń ĐżŃ€ĐŸĐŽĐ”ĐŒĐŸĐœŃŃ‚Ń€ĐžŃ€ĐŸĐČала ĐžĐ·ĐŒĐ”ĐœĐ”ĐœĐžĐ” цДлО ĐČĐŸĐ”ĐœĐœŃ‹Ń… ĐŽĐ”ĐčстĐČĐžĐč с ĐČĐŸĐ”ĐœĐœĐŸĐłĐŸ ĐżĐ”Ń€ŃĐŸĐœĐ°Đ»Đ° Đž ĐșрОтОчДсĐșĐŸĐč ĐžĐœŃ„Ń€Đ°ŃŃ‚Ń€ŃƒĐșтуры ĐœĐ° Ń‡Đ”Đ»ĐŸĐČĐ”ĐșĐ° ĐČ Ń†Đ”Đ»ĐŸĐŒ. ĐœĐŸĐ»ĐŸĐŽŃ‹Đ” люЎО яĐČĐ»ŃŃŽŃ‚ŃŃ ŃƒŃĐ·ĐČĐžĐŒĐŸĐč ĐłŃ€ŃƒĐżĐżĐŸĐč, ĐșĐŸŃ‚ĐŸŃ€Đ°Ń ĐŒĐŸĐ¶Đ”Ń‚ Đ±Ń‹Ń‚ŃŒ глаĐČĐœĐŸĐč Ń†Đ”Đ»ŃŒŃŽ ĐșĐŸĐłĐœĐžŃ‚ĐžĐČĐœŃ‹Ń… ĐŸĐżĐ”Ń€Đ°Ń†ĐžĐč ĐČ ĐŽĐŸĐ»ĐłĐŸŃŃ€ĐŸŃ‡ĐœĐŸĐč пДрспДĐșтоĐČĐ”, Đž ĐŸĐœĐž яĐČĐ»ŃŃŽŃ‚ŃŃ ŃĐ°ĐŒŃ‹ĐŒ ŃĐ»Đ°Đ±Ń‹ĐŒ Đ·ĐČĐ”ĐœĐŸĐŒ ĐĄĐžŃŃ‚Đ”ĐŒ
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