Linked e-resources

Details

Foreword; Preface; Contents; Contributors; Part I Theory; 1 The Aesthetic Motives of Play; Introduction; Cautions About Asking `Why'; Uncertainty as the Foundation of Play; General Motives; The Social Motive; The Thrill-Seeking Motive; The Curiosity Motive; Functional Motives; The Victory Motive; The Problem-Solving Motive; The Luck Motive; The Acquisition Motive; Representational Motives; The Narrative Motive; The Horror Motive; The Agency Motive; Conclusion; References; 2 Affect Channel Model of Evaluation in the Context of Digital Games; Introduction; Background; Model Details

Building BlocksOrganization; Affect Channels; The Model; Pre-stimulus Level (L0); Reflexes (L1); Survival Evaluation (L2); Evaluation of Predicted Consequences (L3); Conceptual Evaluations and Further (L4+); Final Words; References; 3 Affective Involvement in Digital Games; Introduction; The Bottom-Up Experience Triangle; The Player Involvement Model; A Quantitative Perspective; Experimental Design; Experiment 1: Game Story; Experiment 2: Social Setting; Experiment 3: Game Controller; Measures; Results; Impact of Manipulations on Player Involvement; Experiment 1: Game Story

Experiment 2: Social SettingExperiment 3: Game Controller; Combining Affective Involvement; Experiment 1: Game Story; Narrative Involvement and Affective Involvement; Ludic Involvement and Affective Involvement; Experiment 2: Social Setting; Shared Involvement and Affective Involvement; Experiment 3: Game Controller; Kinesthetic Involvement and Affective Involvement; Spatial Involvement and Affective Involvement; Conclusion; References; Part II Emotion Modelling and Affect-Driven Adaptation; 4 Multimodal Sensing in Affective Gaming; Introduction; Affective Gaming; Sources of Affect

Vision-BasedFacial Expressions; Body Expressivity; Haptics; Wearable Games; Affective Evaluation of Players; Affective Interaction in Games; Existing Commercial Games; Affective Gaming Scenarios and Challenges; Affective Gaming Scenarios; Affective Gaming Challenges; Applications of Affective Games; Conclusions; References; 5 Emotion Modelling via Speech Content and Prosody: In Computer Games and Elsewhere; Introduction; Emotion Modelling; Emotion and Games; Speech Content; Speech Recognition and Emotion; Textual Features; Tokenisation and Tagging; Vector Space Modelling

Zero-Resource ModellingLearning; Prosodic and Acoustic Modelling; Speaker Separation and Denoising; Prosodic and Acoustic Features; Zero-Resource Modelling; Learning; Integration and Embedding; Fusion; Available Tools; Data and Benchmarks; Distribution; Confidence Measures; Adaptation and Self-Training; Encoding and Standards; Summary and White Spots; Summary; White Spots; References; 6 Comparing Two Commercial Brain Computer Interfaces for Serious Games and Virtual Environments; What Are Brain-Computer Interfaces?; Neuroimaging Techniques for BCI Systems

Browse Subjects

Show more subjects...

Statistics

from
to
Export