Coverart for item
The Resource Emotion in games : theory and praxis, Kostas Karpouzis, Georgios N. Yannakakis, editors

Emotion in games : theory and praxis, Kostas Karpouzis, Georgios N. Yannakakis, editors

Label
Emotion in games : theory and praxis
Title
Emotion in games
Title remainder
theory and praxis
Statement of responsibility
Kostas Karpouzis, Georgios N. Yannakakis, editors
Contributor
Editor
Subject
Language
eng
Member of
Cataloging source
IDEBK
Dewey number
794.8
Illustrations
illustrations
Index
index present
LC call number
GV1469.3
LC item number
.E46 2016eb
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Karpouzis, Kostas
  • Yannakakis, Georgios N.
Series statement
Socio-Affective computing,
Series volume
Volume 4
http://library.link/vocab/subjectName
  • Video games
  • Computer games
  • Video games
  • Computer games
Label
Emotion in games : theory and praxis, Kostas Karpouzis, Georgios N. Yannakakis, editors
Instantiates
Publication
Copyright
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Foreword; Preface; Contents; Contributors; Part I Theory; 1 The Aesthetic Motives of Play; Introduction; Cautions About Asking Ẁhy'; Uncertainty as the Foundation of Play; General Motives; The Social Motive; The Thrill-Seeking Motive; The Curiosity Motive; Functional Motives; The Victory Motive; The Problem-Solving Motive; The Luck Motive; The Acquisition Motive; Representational Motives; The Narrative Motive; The Horror Motive; The Agency Motive; Conclusion; References; 2 Affect Channel Model of Evaluation in the Context of Digital Games; Introduction; Background; Model Details
  • Building BlocksOrganization; Affect Channels; The Model; Pre-stimulus Level (L0); Reflexes (L1); Survival Evaluation (L2); Evaluation of Predicted Consequences (L3); Conceptual Evaluations and Further (L4+); Final Words; References; 3 Affective Involvement in Digital Games; Introduction; The Bottom-Up Experience Triangle; The Player Involvement Model; A Quantitative Perspective; Experimental Design; Experiment 1: Game Story; Experiment 2: Social Setting; Experiment 3: Game Controller; Measures; Results; Impact of Manipulations on Player Involvement; Experiment 1: Game Story
  • Experiment 2: Social SettingExperiment 3: Game Controller; Combining Affective Involvement; Experiment 1: Game Story; Narrative Involvement and Affective Involvement; Ludic Involvement and Affective Involvement; Experiment 2: Social Setting; Shared Involvement and Affective Involvement; Experiment 3: Game Controller; Kinesthetic Involvement and Affective Involvement; Spatial Involvement and Affective Involvement; Conclusion; References; Part II Emotion Modelling and Affect-Driven Adaptation; 4 Multimodal Sensing in Affective Gaming; Introduction; Affective Gaming; Sources of Affect
  • Vision-BasedFacial Expressions; Body Expressivity; Haptics; Wearable Games; Affective Evaluation of Players; Affective Interaction in Games; Existing Commercial Games; Affective Gaming Scenarios and Challenges; Affective Gaming Scenarios; Affective Gaming Challenges; Applications of Affective Games; Conclusions; References; 5 Emotion Modelling via Speech Content and Prosody: In Computer Games and Elsewhere; Introduction; Emotion Modelling; Emotion and Games; Speech Content; Speech Recognition and Emotion; Textual Features; Tokenisation and Tagging; Vector Space Modelling
  • Zero-Resource ModellingLearning; Prosodic and Acoustic Modelling; Speaker Separation and Denoising; Prosodic and Acoustic Features; Zero-Resource Modelling; Learning; Integration and Embedding; Fusion; Available Tools; Data and Benchmarks; Distribution; Confidence Measures; Adaptation and Self-Training; Encoding and Standards; Summary and White Spots; Summary; White Spots; References; 6 Comparing Two Commercial Brain Computer Interfaces for Serious Games and Virtual Environments; What Are Brain-Computer Interfaces?; Neuroimaging Techniques for BCI Systems
Dimensions
unknown
Extent
1 online resource (xv, 338 pages)
Form of item
online
Isbn
9783319413143
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations.
Specific material designation
remote
System control number
  • SPR962412634
  • ocn962412634
Label
Emotion in games : theory and praxis, Kostas Karpouzis, Georgios N. Yannakakis, editors
Publication
Copyright
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Foreword; Preface; Contents; Contributors; Part I Theory; 1 The Aesthetic Motives of Play; Introduction; Cautions About Asking Ẁhy'; Uncertainty as the Foundation of Play; General Motives; The Social Motive; The Thrill-Seeking Motive; The Curiosity Motive; Functional Motives; The Victory Motive; The Problem-Solving Motive; The Luck Motive; The Acquisition Motive; Representational Motives; The Narrative Motive; The Horror Motive; The Agency Motive; Conclusion; References; 2 Affect Channel Model of Evaluation in the Context of Digital Games; Introduction; Background; Model Details
  • Building BlocksOrganization; Affect Channels; The Model; Pre-stimulus Level (L0); Reflexes (L1); Survival Evaluation (L2); Evaluation of Predicted Consequences (L3); Conceptual Evaluations and Further (L4+); Final Words; References; 3 Affective Involvement in Digital Games; Introduction; The Bottom-Up Experience Triangle; The Player Involvement Model; A Quantitative Perspective; Experimental Design; Experiment 1: Game Story; Experiment 2: Social Setting; Experiment 3: Game Controller; Measures; Results; Impact of Manipulations on Player Involvement; Experiment 1: Game Story
  • Experiment 2: Social SettingExperiment 3: Game Controller; Combining Affective Involvement; Experiment 1: Game Story; Narrative Involvement and Affective Involvement; Ludic Involvement and Affective Involvement; Experiment 2: Social Setting; Shared Involvement and Affective Involvement; Experiment 3: Game Controller; Kinesthetic Involvement and Affective Involvement; Spatial Involvement and Affective Involvement; Conclusion; References; Part II Emotion Modelling and Affect-Driven Adaptation; 4 Multimodal Sensing in Affective Gaming; Introduction; Affective Gaming; Sources of Affect
  • Vision-BasedFacial Expressions; Body Expressivity; Haptics; Wearable Games; Affective Evaluation of Players; Affective Interaction in Games; Existing Commercial Games; Affective Gaming Scenarios and Challenges; Affective Gaming Scenarios; Affective Gaming Challenges; Applications of Affective Games; Conclusions; References; 5 Emotion Modelling via Speech Content and Prosody: In Computer Games and Elsewhere; Introduction; Emotion Modelling; Emotion and Games; Speech Content; Speech Recognition and Emotion; Textual Features; Tokenisation and Tagging; Vector Space Modelling
  • Zero-Resource ModellingLearning; Prosodic and Acoustic Modelling; Speaker Separation and Denoising; Prosodic and Acoustic Features; Zero-Resource Modelling; Learning; Integration and Embedding; Fusion; Available Tools; Data and Benchmarks; Distribution; Confidence Measures; Adaptation and Self-Training; Encoding and Standards; Summary and White Spots; Summary; White Spots; References; 6 Comparing Two Commercial Brain Computer Interfaces for Serious Games and Virtual Environments; What Are Brain-Computer Interfaces?; Neuroimaging Techniques for BCI Systems
Dimensions
unknown
Extent
1 online resource (xv, 338 pages)
Form of item
online
Isbn
9783319413143
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations.
Specific material designation
remote
System control number
  • SPR962412634
  • ocn962412634

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