相关论文: Development of Biofeedback Mechanisms in a Procedu…
(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not…
As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
While physiological sensors enter the mass market and reach the general public, they are still mainly employed to monitor health -- whether it is for medical purpose or sports. We describe an application that uses heart rate feedback as an…
As an emerging interaction paradigm, physiological computing is increasingly being used to both measure and feed back information about our internal psychophysiological states. While most applications of physiological computing are designed…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
Videogames have been a catalyst for advances in many research fields, such as artificial intelligence, human-computer interaction or virtual reality. Over the years, research in fields such as artificial intelligence has enabled the design…
Mindfulness and relaxation techniques for mental health are increasingly being explored in the human-computer interaction community. Physiological signals and their visualization have often been exploited together in a form of biofeedback…
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus…
Anxiety is a common health issue that can occur throughout one's existence. In this pilot study we explore an alternative technique to regulate it: biofeedback. The long-term objective is to offer an ecological device that could help people…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
Understanding the evolution of human social systems requires flexible formalisms for the emergence of institutions. Although game theory is normally used to model interactions individually, larger spaces of games can be helpful for modeling…
Recent advances in artificial intelligence have been strongly driven by the use of game environments for training and evaluating agents. Games are often accessible and versatile, with well-defined state-transitions and goals allowing for…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…