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A Toolkit for Exploring Affective Interface Adaptation in Videogames

Research output: Contribution to conference - Without ISBN/ISSN Conference paper

Published

Standard

A Toolkit for Exploring Affective Interface Adaptation in Videogames. / Gilleade, Kiel; Allanson, J.
2003. 370-374 Paper presented at HCI International 2003, Crete, Greece.

Research output: Contribution to conference - Without ISBN/ISSN Conference paper

Harvard

Gilleade, K & Allanson, J 2003, 'A Toolkit for Exploring Affective Interface Adaptation in Videogames', Paper presented at HCI International 2003, Crete, Greece, 1/01/00 pp. 370-374.

APA

Gilleade, K., & Allanson, J. (2003). A Toolkit for Exploring Affective Interface Adaptation in Videogames. 370-374. Paper presented at HCI International 2003, Crete, Greece.

Vancouver

Gilleade K, Allanson J. A Toolkit for Exploring Affective Interface Adaptation in Videogames. 2003. Paper presented at HCI International 2003, Crete, Greece.

Author

Gilleade, Kiel ; Allanson, J. / A Toolkit for Exploring Affective Interface Adaptation in Videogames. Paper presented at HCI International 2003, Crete, Greece.5 p.

Bibtex

@conference{28d3255dae9b4f619aee9d620c57d027,
title = "A Toolkit for Exploring Affective Interface Adaptation in Videogames",
abstract = "From its humble beginnings back in the early 1960{\textquoteright}s the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the advent of SpaceWar back in 1961. These interactions are for the most part static and thus predictable, given a particular set of circumstances a game will always react in one particular manner despite anything the player may actually do. Because of this the expected lifespan of a videogame is inherently dependant on the choices the videogame provides; once all possible avenues have been explored the game loses its appeal. In this paper we focus on adapting techniques used in the field of Affective Computing to solve this stagnation in the videogames market. We describe the development of a software development kit (SDK) that allows the interactions between man and machine to become dynamic entities during play by means of monitoring the player{\textquoteright}s physiological condition.",
keywords = "cs_eprint_id, 778 cs_uid, 1",
author = "Kiel Gilleade and J. Allanson",
year = "2003",
language = "English",
pages = "370--374",
note = "HCI International 2003 ; Conference date: 01-01-1900",

}

RIS

TY - CONF

T1 - A Toolkit for Exploring Affective Interface Adaptation in Videogames

AU - Gilleade, Kiel

AU - Allanson, J.

PY - 2003

Y1 - 2003

N2 - From its humble beginnings back in the early 1960’s the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the advent of SpaceWar back in 1961. These interactions are for the most part static and thus predictable, given a particular set of circumstances a game will always react in one particular manner despite anything the player may actually do. Because of this the expected lifespan of a videogame is inherently dependant on the choices the videogame provides; once all possible avenues have been explored the game loses its appeal. In this paper we focus on adapting techniques used in the field of Affective Computing to solve this stagnation in the videogames market. We describe the development of a software development kit (SDK) that allows the interactions between man and machine to become dynamic entities during play by means of monitoring the player’s physiological condition.

AB - From its humble beginnings back in the early 1960’s the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the advent of SpaceWar back in 1961. These interactions are for the most part static and thus predictable, given a particular set of circumstances a game will always react in one particular manner despite anything the player may actually do. Because of this the expected lifespan of a videogame is inherently dependant on the choices the videogame provides; once all possible avenues have been explored the game loses its appeal. In this paper we focus on adapting techniques used in the field of Affective Computing to solve this stagnation in the videogames market. We describe the development of a software development kit (SDK) that allows the interactions between man and machine to become dynamic entities during play by means of monitoring the player’s physiological condition.

KW - cs_eprint_id

KW - 778 cs_uid

KW - 1

M3 - Conference paper

SP - 370

EP - 374

T2 - HCI International 2003

Y2 - 1 January 1900

ER -