Becker C, Nakasone A, Prendinger H, Ishizuka M, Wachsmuth I. Physiologically interactive gaming with the 3D agent Max. Presented at the JSAI 2005 Workshop on Conversational Informatics in conjunction with the 19th Annual Conference of the Japan Society for Artificial Intelligence.Physiologically interactive (or affective) gaming refers to research on the evocation and detection of emotion during game play [21]. In this paper, we first describe the two building blocks of our approach to affective gaming. The building blocks correspond to two independently conducted research strands on affective human–computer interaction: one on an emotion simulation system for an expressive 3D humanoid agent called Max, which was designed at the University ...
Information about interactive virtual environments, such as games, is perceived by users through a v...
Current findings suggest that human-computer interaction following the basics human-human interactio...
Adaptive human computer interaction is necessary for successfully closing the affective loop within ...
Becker-Asano C, Prendinger H, Ishizuka M, Wachsmuth I. Evaluating affective feedback of the 3D agent...
This paper first describes two independently conducted research strands on affective human–computer ...
Affective symbiosis for human-computer interaction refers to the dynamic relationship between the us...
Becker-Asano C, Prendinger H, Ishizuka M, Wachsmuth I. Empathy for Max (Preliminary project report)....
Affective symbiosis for human–computer interaction refers to the dynamic relationship between the us...
A typical gaming scenario involves a player interact- ing with a game by a specialized input device...
The potential value of a looping biometric feedback system as a key component of adaptive computer v...
Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s...
Emotions are thought to be one of the key factors that critically influence human decision-making. E...
Interaction with 3D virtual worlds found in first-person action games is mainly based on keyboard in...
Boukricha H, Becker C, Wachsmuth I. Simulating empathy for the virtual human Max. In: Reichardt D, L...
Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate...
Information about interactive virtual environments, such as games, is perceived by users through a v...
Current findings suggest that human-computer interaction following the basics human-human interactio...
Adaptive human computer interaction is necessary for successfully closing the affective loop within ...
Becker-Asano C, Prendinger H, Ishizuka M, Wachsmuth I. Evaluating affective feedback of the 3D agent...
This paper first describes two independently conducted research strands on affective human–computer ...
Affective symbiosis for human-computer interaction refers to the dynamic relationship between the us...
Becker-Asano C, Prendinger H, Ishizuka M, Wachsmuth I. Empathy for Max (Preliminary project report)....
Affective symbiosis for human–computer interaction refers to the dynamic relationship between the us...
A typical gaming scenario involves a player interact- ing with a game by a specialized input device...
The potential value of a looping biometric feedback system as a key component of adaptive computer v...
Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s...
Emotions are thought to be one of the key factors that critically influence human decision-making. E...
Interaction with 3D virtual worlds found in first-person action games is mainly based on keyboard in...
Boukricha H, Becker C, Wachsmuth I. Simulating empathy for the virtual human Max. In: Reichardt D, L...
Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate...
Information about interactive virtual environments, such as games, is perceived by users through a v...
Current findings suggest that human-computer interaction following the basics human-human interactio...
Adaptive human computer interaction is necessary for successfully closing the affective loop within ...