
This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
Inhaltsverzeichnis
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.
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