Sökning: "Affective Computing"
Visar resultat 1 - 5 av 6 avhandlingar innehållade orden Affective Computing.
1. Self-Knowledge/Self-Regulation/Self-Control: A Ubiquitous Computing Perspective
Sammanfattning : This thesis is about self-knowledge, self-regulation and self-control. All three of these terms are easily understandable, and apply to situations in our daily lives (like misjudging one’s own competence at retiling the bathroom floor, or feeling the anxiety and thrill of doing unsupervised work, or guiltily hitting the snooze-button for the fifth time, and missing half a day of school). LÄS MER
2. Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment
Sammanfattning : Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e. LÄS MER
3. Artefactual Intelligence: The Development and Use of Cognitively Congenial Artefacts
Sammanfattning : How can tools help structure tasks to make them cognitively easier to perform? How do artefacts, and our strategies for using them, develop over time in cognitively beneficial ways? These are two of the main questions that are explored in the five papers collected in this thesis. The first paper details an ethnographic study conducted on people cooking in their homes. LÄS MER
4. Predictive Psychological Player Profiling
Sammanfattning : Video games have become the largest portion of the entertainment industry and everyday life of millions of players around the world. Considering games as cultural artifacts, it seems imperative to study both games and players to understand underlying psychological and behavioral implications of interacting with this medium, especially since video games are rich domains for occurrence of rich affective experiences annotated by and measurable via in-game behavior. LÄS MER
5. Game-calibrated and user-tailored remote detection of emotions : A non-intrusive, multifactorial camera-based approach for detecting stress and boredom of players in games
Sammanfattning : Questionnaires and physiological measurements are the most common approach used to obtain data for emotion estimation in the field of human-computer interaction (HCI) and games research. Both approaches interfere with the natural behavior of users. LÄS MER