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Affective Videogames: The Problem of Wearability and Comfort

机译:情感电子游戏:可穿戴性和舒适性问题

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The aim of this paper is to report the interaction design process followed by an interdisciplinary team to develop an innovative ICT wearable device for affective video gaming. The process follows Norman and Draper's User Centered Design principles [1] including: functional development, laboratory test of the technology with human subjects, product design, prototype realization and experimentation with final users. The functioning of the device is based on the detection of physiological parameters, e.g., Blood Volume Pulse (BVP), Temperature (T), and Galvanic Skin Response (GSR), through electrodes placed on the forehead of the player. These signals are aimed at detecting the emotional state of the player by means of computational intelligence algorithms. This information can be used to modify the behavior of a videogame in order to maintain the player in the desired state of subjective enjoyment. Our goal was to develop a comfortable and easy to use device to avoid disturbs on the emotional state of the player.
机译:本文的目的是报告交互设计过程,然后跨学科团队开发用于情感视频游戏的创新ICT可穿戴设备。该过程遵循Norman和Draper的以用户为中心的设计原则[1],包括:功能开发,以人类为对象的技术的实验室测试,产品设计,原型实现以及最终用户的实验。该设备的功能基于对生理参数的检测,例如,通过放置在运动员前额上的电极检测血容量脉冲(BVP),温度(T)和皮肤电反应(GSR)。这些信号旨在通过计算智能算法检测玩家的情绪状态。该信息可用于修改视频游戏的行为,以将玩家保持在主观享受的期望状态。我们的目标是开发一种舒适且易于使用的设备,以免干扰玩家的情绪状态。

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