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Capturing User Emotions in Interactive Stories: Comparing a Diegetic and a Non-diegetic Approach to Self-reporting Emotion

机译:捕捉互动故事中的用户情绪:比较顽皮病和非致命方法来自我报告的情感

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Capturing the player's emotions in an interactive story can serve many purposes, such as to understand player response to a story or to alter the story's path. The concept of diegesis defines the boundary between the story world and the real world, and has been used to explore different ways of conceptualizing user interface (UI) elements in interactive media. This paper explores methods of capturing players' emotions during an interactive story and the concept of diegesis. Specifically, we posit that whether emotion capture exists in a diegetic versus a non-diegetic space can affect its accuracy when capturing player emotion. We developed two interactive stories with two emotion capture methods, one using a diegetic approach, and the other using a non-diegetic approach. We conducted a study with 64 participants to compare the two emotion capture approaches. Our results show that a diegetic approach leads to a better story experience, but that a non-diegetic approach leads to the player's emotion being captured more accurately. We discuss the implications of the study results for integrating emotion capture in the design of interactive stories.
机译:在互动故事中捕获玩家的情绪可以提供许多目的,例如了解玩家对故事的反应或改变故事的道路。 Diegesis的概念定义了故事世界和现实世界之间的边界,并且已被用来探索交互式媒体中的概念化用户界面(UI)元素的不同方式。本文探讨了在互动故事中捕获球员情绪的方法和模具的概念。具体而言,我们在恶作剧中存在情感捕获是否存在于非逐下空间中,这可能会影响捕获玩家情绪时的准确性。我们开发了两个具有两种情感捕获方法的互动故事,其中一个使用模具方法,另一个使用非逐下方法。我们对64名参与者进行了一项研究,可以比较两种情绪捕获方法。我们的研究结果表明,模具方法导致了更好的故事经验,但非致命的方法导致玩家的情绪更准确地捕获。我们讨论了研究结果对互动故事设计中的情绪捕获的影响。

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