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Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments

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Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST,volume 9)

Abstract

We present the design and development of Affective Pacman, a game that induces frustration to study the effect of user state changes on the EEG signal. Affective Pacman is designed to induce frustration for short periods, and allows the synchronous recording of a wide range of sensors, such as physiological sensors and EEG in addition to the game state. A self-assessment is integrated in the game to track changes in user state. Preliminary results indicate a significant effect of the frustration induction on the EEG.

Keywords

  • Brain-Computer Interfaces
  • EEG
  • physiological sensors
  • frustration
  • affective computing
  • Pacman

The original version of this chapter was revised: The copyright line was incorrect. This has been corrected. The Erratum to this chapter is available at DOI: 10.1007/978-3-642-02315-6_30

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© 2009 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering

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Reuderink, B., Nijholt, A., Poel, M. (2009). Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments. In: Nijholt, A., Reidsma, D., Hondorp, H. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2009. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 9. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02315-6_23

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  • DOI: https://doi.org/10.1007/978-3-642-02315-6_23

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-02314-9

  • Online ISBN: 978-3-642-02315-6

  • eBook Packages: Computer ScienceComputer Science (R0)