Hugendubel.info - Die B2B Online-Buchhandlung 

Merkliste
Die Merkliste ist leer.
Bitte warten - die Druckansicht der Seite wird vorbereitet.
Der Druckdialog öffnet sich, sobald die Seite vollständig geladen wurde.
Sollte die Druckvorschau unvollständig sein, bitte schliessen und "Erneut drucken" wählen.

Emotion in Games

Theory and Praxis - Previously published in hardcover
BuchKartoniert, Paperback
338 Seiten
Englisch
Springererschienen am22.04.2018Softcover reprint of the original 1st ed. 2016
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;mehr
Verfügbare Formate
BuchGebunden
EUR160,49
BuchKartoniert, Paperback
EUR160,49

Produkt

KlappentextThis 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;
Details
ISBN/GTIN978-3-319-82321-8
ProduktartBuch
EinbandartKartoniert, Paperback
Verlag
Erscheinungsjahr2018
Erscheinungsdatum22.04.2018
AuflageSoftcover reprint of the original 1st ed. 2016
Seiten338 Seiten
SpracheEnglisch
Gewicht570 g
IllustrationenXV, 338 p. 43 illus., 32 illus. in color.
Artikel-Nr.45657628
Rubriken
GenreMedizin

Inhalt/Kritik

Inhaltsverzeichnis
Foreword.- 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.mehr

Schlagworte