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Emotion in Games: Theory and Praxis Softcover Reprint of the Original 1st 2016 ed. [Minkštas viršelis]

  • Formatas: Paperback / softback, 338 pages, aukštis x plotis: 235x155 mm, weight: 5387 g, 32 Illustrations, color; 11 Illustrations, black and white; XV, 338 p. 43 illus., 32 illus. in color., 1 Paperback / softback
  • Serija: Socio-Affective Computing 4
  • Išleidimo metai: 22-Apr-2018
  • Leidėjas: Springer International Publishing AG
  • ISBN-10: 3319823213
  • ISBN-13: 9783319823218
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 338 pages, aukštis x plotis: 235x155 mm, weight: 5387 g, 32 Illustrations, color; 11 Illustrations, black and white; XV, 338 p. 43 illus., 32 illus. in color., 1 Paperback / softback
  • Serija: Socio-Affective Computing 4
  • Išleidimo metai: 22-Apr-2018
  • Leidėjas: Springer International Publishing AG
  • ISBN-10: 3319823213
  • ISBN-13: 9783319823218
Kitos knygos pagal šią temą:
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.







 
Foreword.- Preface.- Part I Theory.- The Aesthetic Motives of Play.-
Affect Channel Model of Evaluation in the context of digital games.-
Affective Involvement in Digital Games.- PART II - Emotion Modelling and
Affect-Driven Adaptation.- Multimodal sensing in affective gaming.- Emotion
Modelling via Speech Content and Prosody in Computer Games and Elsewhere.-
Comparing two commercial brain computer interfaces for serious games and
virtual environments.- Psychophysiology in Games.- Emotion and Attitude
Modeling for Non-player Characters.- Emotion-driven Level Generation.-
Emotion-Driven Narrative Generation.- Game Cinematography: from Camera
Control to Player Emotions.- From Sinewaves to Physiologically-Adaptive
Soundscapes: The Evolving Relationship between Sound and Emotion in Video
Games.- Emotional Appraisal Engines for Games.- Part III Applications.-
Emotion and Body-based Games: Overview and Opportunities.- Posttraumatic
Stress Disorder (PTSD) and the role of computer games in treatment of
PTSD.- Understanding and Designing for Conflict Learning Through Games.-
Games robots play: once more, with feeling.- Lovotics: Love and Sex with
Robots.-  Index.