Affective gaming: a comprehensive survey
Kotsia, Irene ORCID: https://orcid.org/0000-0002-3716-010X, Zafeiriou, Stefanos and Fotopoulos, Spiros
(2013)
Affective gaming: a comprehensive survey.
Conference on Computer Vision and Pattern Recognition Workshops (CVPR) Behavior Analysis in Games and modern Sensing devices (BAGS) workshop
.
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Abstract
A typical gaming scenario involves a player interact-
ing with a game by a specialized input device, such as a
joystic, a mouse, a keyboard etc. Recent technological ad-
vances have enabled the introduction of more elaborated
approaches in which the player is able to interact with the
game using his/her body pose, facial expressions, actions,
even his physiological signals (heart beat rate, encephalo-
gram, skin conductivity etc). The future lies in ‘affective
gaming’, that is games that will be ‘intelligent’ enough not
only to extract the player’s commands by his speech and
gestures but also by his behavioral cues, and his/her emo-
tional states and adjust their game plot accordingly, in or-
der to ensure more realistic and satisfactory gameplay ex-
perience. In this paper, we review the area of affective gam-
ing by describing existing approaches and discussing recent
technological advances. We elaborate on different sources
of affect information and summarize the existing commer-
cial affective gaming applications. We proceed with outlin-
ing some of the most important problems that have to be
tackled in order to create more realistic and efficient inter-
actions between players and games and conclude by high-
lighting the challenges such systems must overcome.
Item Type: | Article |
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Research Areas: | A. > School of Science and Technology > Computer Science |
Item ID: | 16486 |
Notes on copyright: | Access to full text restricted pending copyright check. |
Depositing User: | Irene Kotsia |
Date Deposited: | 28 May 2015 16:56 |
Last Modified: | 30 Nov 2022 00:20 |
URI: | https://eprints.mdx.ac.uk/id/eprint/16486 |
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