000764208 000__ 04886cam\a2200565Mi\4500 000764208 001__ 764208 000764208 005__ 20230306142405.0 000764208 006__ m\\\\\\\\d\\\\\\\\ 000764208 007__ cr\un\nnnunnun 000764208 008__ 161110t20162016sz\a\\\\ob\\\\001\0\eng\d 000764208 019__ $$a962303073$$a962324416$$a965345599 000764208 020__ $$a9783319413167$$q(electronic book) 000764208 020__ $$a3319413163$$q(electronic book) 000764208 020__ $$z9783319413143 000764208 020__ $$z3319413147 000764208 035__ $$aSP(OCoLC)ocn962412634 000764208 035__ $$aSP(OCoLC)962412634$$z(OCoLC)962303073$$z(OCoLC)962324416$$z(OCoLC)965345599 000764208 037__ $$a968458$$bMIL 000764208 040__ $$aIDEBK$$beng$$erda$$cIDEBK$$dN$T$$dYDX$$dOCLCO$$dEBLCP$$dOCLCO$$dGW5XE$$dCCO$$dOCLCF 000764208 049__ $$aISEA 000764208 050_4 $$aGV1469.3$$b.E46 2016eb 000764208 08204 $$a794.8$$223 000764208 24500 $$aEmotion in games :$$btheory and praxis /$$cKostas Karpouzis, Georgios N. Yannakakis, editors. 000764208 264_1 $$aSwitzerland :$$bSpringer,$$c[2016] 000764208 264_4 $$c©2016 000764208 300__ $$a1 online resource (xv, 338 pages) :$$billustrations. 000764208 336__ $$atext$$btxt$$2rdacontent 000764208 337__ $$acomputer$$bc$$2rdamedia 000764208 338__ $$aonline resource$$bcr$$2rdacarrier 000764208 4901_ $$aSocio-Affective computing,$$x2509-5706 ;$$vVolume 4 000764208 504__ $$aIncludes bibliographical references and index. 000764208 5050_ $$aForeword; 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 000764208 5058_ $$aBuilding BlocksOrganization; Affect Channels; The Model; Pre-stimulus Level (L0); Reflexes (L1); Survival Evaluation (L2); Evaluation of Predicted Consequences (L3); Conceptual Evaluations and Further (L4+); Final Words; References; 3 Affective Involvement in Digital Games; Introduction; The Bottom-Up Experience Triangle; The Player Involvement Model; A Quantitative Perspective; Experimental Design; Experiment 1: Game Story; Experiment 2: Social Setting; Experiment 3: Game Controller; Measures; Results; Impact of Manipulations on Player Involvement; Experiment 1: Game Story 000764208 5058_ $$aExperiment 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 000764208 5058_ $$aVision-BasedFacial Expressions; Body Expressivity; Haptics; Wearable Games; Affective Evaluation of Players; Affective Interaction in Games; Existing Commercial Games; Affective Gaming Scenarios and Challenges; Affective Gaming Scenarios; Affective Gaming Challenges; Applications of Affective Games; Conclusions; References; 5 Emotion Modelling via Speech Content and Prosody: In Computer Games and Elsewhere; Introduction; Emotion Modelling; Emotion and Games; Speech Content; Speech Recognition and Emotion; Textual Features; Tokenisation and Tagging; Vector Space Modelling 000764208 5058_ $$aZero-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 000764208 506__ $$aAccess limited to authorized users. 000764208 588__ $$aDescription based on print version record. 000764208 650_0 $$aVideo games$$xDesign. 000764208 650_0 $$aComputer games$$xPsychological aspects. 000764208 650_0 $$aVideo games$$xSocial aspects. 000764208 650_0 $$aComputer games$$xSocial aspects. 000764208 7001_ $$aKarpouzis, Kostas,$$eeditor. 000764208 7001_ $$aYannakakis, Georgios N.,$$eeditor. 000764208 77608 $$iPrint version:$$z9783319413167 000764208 830_0 $$aSocio-Affective computing ;$$vVolume 4. 000764208 852__ $$bebk 000764208 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-41316-7$$zOnline Access$$91397441.1 000764208 909CO $$ooai:library.usi.edu:764208$$pGLOBAL_SET 000764208 980__ $$aEBOOK 000764208 980__ $$aBIB 000764208 982__ $$aEbook 000764208 983__ $$aOnline 000764208 994__ $$a92$$bISE