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|a 9783319413167
|9 978-3-319-41316-7
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|a 10.1007/978-3-319-41316-7
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|a Emotion in Games
|h [electronic resource] :
|b Theory and Praxis /
|c edited by Kostas Karpouzis, Georgios N. Yannakakis.
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|a 1st ed. 2016.
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|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2016.
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|a XV, 338 p. 43 illus., 32 illus. in color.
|b online resource.
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|a text
|b txt
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|a computer
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|a Socio-Affective Computing,
|x 2509-5714 ;
|v 4
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|a 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.
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|a The 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. .
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|a Neurosciences.
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|a User interfaces (Computer systems).
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|a Human-computer interaction.
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|a Educational technology.
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|a Artificial intelligence.
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|a Social sciences-Data processing.
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|a Education-Data processing.
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|a Neuroscience.
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|a User Interfaces and Human Computer Interaction.
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|a Digital Education and Educational Technology.
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|a Artificial Intelligence.
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|a Computer Application in Social and Behavioral Sciences.
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|a Computers and Education.
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|a Karpouzis, Kostas.
|e editor.
|4 edt
|4 http://id.loc.gov/vocabulary/relators/edt
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|a Yannakakis, Georgios N.
|e editor.
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|a SpringerLink (Online service)
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|t Springer Nature eBook
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|i Printed edition:
|z 9783319413143
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|i Printed edition:
|z 9783319413150
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|i Printed edition:
|z 9783319823218
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|a Socio-Affective Computing,
|x 2509-5714 ;
|v 4
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|u https://doi.uam.elogim.com/10.1007/978-3-319-41316-7
|z Texto Completo
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|a ZDB-2-SXB
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|a Biomedical and Life Sciences (SpringerNature-11642)
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|a Biomedical and Life Sciences (R0) (SpringerNature-43708)
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