Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants.
Grzegorz J NalepaKrzysztof KuttBarbara GiżyckaPaweł JemiołoSzymon BobekPublished in: Sensors (Basel, Switzerland) (2019)
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.
Keyphrases
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- heart rate
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- endothelial cells
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- transcription factor
- coronary artery disease
- induced pluripotent stem cells
- loop mediated isothermal amplification
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- pluripotent stem cells