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Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants
In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6603628/ https://www.ncbi.nlm.nih.gov/pubmed/31159317 http://dx.doi.org/10.3390/s19112509 |
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author | Nalepa, Grzegorz J. Kutt, Krzysztof Giżycka, Barbara Jemioło, Paweł Bobek, Szymon |
author_facet | Nalepa, Grzegorz J. Kutt, Krzysztof Giżycka, Barbara Jemioło, Paweł Bobek, Szymon |
author_sort | Nalepa, Grzegorz J. |
collection | PubMed |
description | In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors. |
format | Online Article Text |
id | pubmed-6603628 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-66036282019-07-17 Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants Nalepa, Grzegorz J. Kutt, Krzysztof Giżycka, Barbara Jemioło, Paweł Bobek, Szymon Sensors (Basel) Article In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors. MDPI 2019-05-31 /pmc/articles/PMC6603628/ /pubmed/31159317 http://dx.doi.org/10.3390/s19112509 Text en © 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Nalepa, Grzegorz J. Kutt, Krzysztof Giżycka, Barbara Jemioło, Paweł Bobek, Szymon Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants |
title | Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants |
title_full | Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants |
title_fullStr | Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants |
title_full_unstemmed | Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants |
title_short | Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants |
title_sort | analysis and use of the emotional context with wearable devices for games and intelligent assistants |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6603628/ https://www.ncbi.nlm.nih.gov/pubmed/31159317 http://dx.doi.org/10.3390/s19112509 |
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