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Multimodal Sensing in Affective Gaming

  • Irene Kotsia
  • Stefanos Zafeiriou
  • George Goudelis
  • Ioannis Patras
  • Kostas Karpouzis
Chapter
Part of the Socio-Affective Computing book series (SAC, volume 4)

Abstract

A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystick, a mouse, a keyboard or a proprietary game controller. Recent technological advances have enabled the introduction of more elaborated approaches in which the player is able to interact with the game using body pose, facial expressions, actions, even physiological signals. The future lies in ‘affective gaming’, that is games that will be ‘intelligent’ enough not only to extract the player’s commands provided by speech and gestures, but also to extract behavioural cues, as well as emotional states and adjust the game narrative accordingly, in order to ensure more realistic and satisfactory player experience. In this chapter, we review the area of affective gaming by describing existing approaches and discussing recent technological advances. More precisely, we first elaborate on different sources of affect information in games and proceed with issues such as the affective evaluation of players and affective interaction in games. We summarize the existing commercial affective gaming applications and introduce new gaming scenarios. We outline some of the most important problems that have to be tackled in order to create more realistic and efficient interactions between players and games and conclude by highlighting the challenges such systems must overcome.

Keywords

Facial Expression Haptic Device Facial Expression Recognition Brain Computer Interface Wearable Device 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Notes

Acknowledgements

This work has been supported by the Action “Supporting Postdoctoral Researchers” of the Operational Program “Education and Lifelong Learning” (Action’s Beneficiary: General Secretariat for Research and Technology), co-financed by the European Social Fund (ESF) and the Greek State, and by the FP7 Technology-enhanced Learning project “Siren: Social games for conflIct REsolution based on natural iNteraction” (Contract no.: 258453). KK and GG have been supported by European Union (European Social Fund ESF) and Greek national funds through the Operational Program “Education and Lifelong Learning” of the National Strategic Reference Framework (NSRF)—Research Funding Program “Thalis - Interdisciplinary Research in Affective Computing for Biological Activity Recognition in Assistive Environments”.

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Irene Kotsia
    • 1
    • 2
  • Stefanos Zafeiriou
    • 3
  • George Goudelis
    • 4
  • Ioannis Patras
    • 1
  • Kostas Karpouzis
    • 5
  1. 1.School of Electronic Engineering and Computer ScienceQueen Mary University of LondonLondonUK
  2. 2.Electronics Laboratory, Department of PhysicsUniversity of PatrasPatrasGreece
  3. 3.Department of ComputingImperial College LondonLondonUK
  4. 4.Image, Video and Multimedia Systems LabNational Technical University of AthensZographouGreece
  5. 5.Institute of Communication and Computer SystemsNational Technical University of AthensAthensGreece

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