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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...

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Detalles Bibliográficos
Autores principales: Nalepa, Grzegorz J., Kutt, Krzysztof, Giżycka, Barbara, Jemioło, Paweł, Bobek, Szymon
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2019
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.
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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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