Emotion in Games: Theory and Praxis: Socio-Affective Computing, cartea 4
Editat de Kostas Karpouzis, Georgios N. Yannakakisen Limba Engleză Hardback – 18 noi 2016
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Specificații
ISBN-13: 9783319413143
ISBN-10: 3319413147
Pagini: 260
Ilustrații: XV, 338 p. 43 illus., 32 illus. in color.
Dimensiuni: 155 x 235 x 21 mm
Greutate: 0.67 kg
Ediția:1st ed. 2016
Editura: Springer International Publishing
Colecția Springer
Seria Socio-Affective Computing
Locul publicării:Cham, Switzerland
ISBN-10: 3319413147
Pagini: 260
Ilustrații: XV, 338 p. 43 illus., 32 illus. in color.
Dimensiuni: 155 x 235 x 21 mm
Greutate: 0.67 kg
Ediția:1st ed. 2016
Editura: Springer International Publishing
Colecția Springer
Seria Socio-Affective Computing
Locul publicării:Cham, Switzerland
Cuprins
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.
Textul de pe ultima copertă
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications.
This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence.
This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence.
Caracteristici
Explores theory and practice on how to induce, measure and utilise emotion in gaming environments Elaborates on measuring emotion for richer learning, assessment and entertainment experiences Includes examples and proposed techniques used to adapt games to player emotion and experience Demonstrates application-based emotion representation and adaptation: from low-level sensing at home and in the classroom to intrusive devices in medical applications Includes supplementary material: sn.pub/extras