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008 161103s2016 gw | s |||| 0|eng d
020 _a9783319413167
024 7 _a10.1007/978-3-319-41316-7
_2doi
040 _aES-MaUEC
050 4 _aGV1469.3
_bE468 2016 EB
245 1 0 _aEmotion in Games :
_bTheory and Praxis
_cedited by Kostas Karpouzis, Georgios N. Yannakakis.
260 _aCham, Switzerland
_bSpringer
_c2016
300 _a1 recurso en línea (XV, 338 p.)
_b43 ilustraciones, 32 ilustraciones en color
336 _aTexto (visual)
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
490 1 _aSocio-Affective Computing
_x2509-5706
_v4
505 0 _aForeword -- 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.
520 _aThe 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. .
650 0 7 _aInterfaces de usuario
_2embne
_9149839
650 0 7 _aSoftware de aplicación
_2embne
_9419596
650 0 7 _aTecnología educativa
_2embne
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650 7 _aInteligencia artificial
_2embne
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650 7 _aMedicina
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_9405021
650 7 _aNeurociencias
_2embne
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650 7 _aEducación
_2embne
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650 0 7 _aCiencias biomédicas
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700 1 _aKarpouzis, Kostas
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_0Local
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700 1 _aYannakakis, Georgios N.
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830 0 _aSocio-Affective Computing
_x2509-5706
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_9133836
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://link.springer.com/book/10.1007/978-3-319-41316-7zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
901 _ai9783319413167
907 _a.b12981217
_b10-10-17
_c08-03-17
942 _2lcc
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945 _aGV1469.3 E468 2016 EB
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988 _aEBOOK, EBSPRINGER
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