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Titlebook: Emotion in Games; Theory and Praxis Kostas Karpouzis,Georgios N. Yannakakis Book 2016 Springer International Publishing Switzerland 2016 af

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楼主: clannish
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Emotion-Driven Level Generationk we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation.
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Affective Involvement in Digital Gamesttention is paid to affective involvement, and how this dimension of player involvement relates to the other dimensions. The findings of the experiments provide initial support for (Calleja’s (2011) In-game: from immersion to incorporation. MIT Press, Cambridge, MA) Player Involvement Model in a qua
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Multimodal Sensing in Affective Gamingances. 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.
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https://doi.org/10.1057/9780230591127ttention is paid to affective involvement, and how this dimension of player involvement relates to the other dimensions. The findings of the experiments provide initial support for (Calleja’s (2011) In-game: from immersion to incorporation. MIT Press, Cambridge, MA) Player Involvement Model in a qua
发表于 2025-3-29 16:04:53 | 显示全部楼层
Only Revolution Can Save England,ances. 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.
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Book 2016tive 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
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