2014
Autores
da Silva, GA; Nogueira, PA; Rodrigues, R;
Publicação
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)
Abstract
The graphical quality of modern videogames are the result of a steep evolution of hardware over the last two decades, but the game controls that are part of mainstream gaming did not change much in the same time period. To change this, biofeedback techniques using physiological sensors are being studied as possible replacements for traditional videogame interaction devices. In this paper, we continue on-going research by introducing unimodal and, for the first time, multimodal biofeedback game mechanics aiming at enhanced depth and expanded game design possibilities. We developed a First-Person Shooter to test these concepts against traditional unimodal mechanisms, and conducted an empirical study with 32 players. Both unimodal and multimodal variants provided high levels of fun to players, with subtle differences suggesting that these types are best leveraged depending on the interaction context on which they are applied.
2013
Autores
Nogueira, PA; Rodrigues, R; Oliveira, E; Nacke, LE;
Publicação
Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013
Abstract
Designing adaptive games for individual emotional experiences is a tricky task, especially when detecting a player's emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamental relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Models (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide information on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player's emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components involved in regulating players' affective experience. We expect our technique will allow game designers to focus on defining high-level rules for generating gameplay experiences instead of having to create and test different content for each player type.
2018
Autores
Jacob, J; Lopes, A; Nobrega, R; Rodrigues, R; Coelho, A;
Publicação
ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017
Abstract
Location-based games require, among other things, obtaining or computing information regarding the players’ physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame and compare different play-through sessions when playing both the context sensitive and the regular versions of the game. Results show that the adaptive version provided a significantly safer gameplay experience. These results showcase the impact in player health and safety that player adaptivity achieves in location-based exergames. © Springer International Publishing AG, part of Springer Nature 2018.
2014
Autores
da Silva, GA; Nogueira, PA; Rodrigues, R;
Publicação
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19 - 22, 2014
Abstract
"Generic Shooter 3000" is a First-Person shooter with semi-realistic interaction, where actions such as firing a gun or diving through underwater sections are performed with your own body- through the use of biofeedback technology. This prototype is the idealised version of a research game developed for a master's thesis project on "biofeedback interaction in video games". © 2014 ACM.
2014
Autores
Loureiro, B; Rodrigues, R;
Publicação
ACHI 2014 - 7th International Conference on Advances in Computer-Human Interactions
Abstract
The usage of multi-touch interfaces on a tabletop device, has been very explored for elder users in several domains. This interaction technique is an alternative to reducing the obstacles that older adults face in the use of computer systems, e.g., handling of peripherals. Many design guidelines are proposed in the literature for a wide range of products and systems for elders, e.g. websites, TV user interfaces. However, there is a lack of set of design guidelines and design recommendations of multi-touch interfaces that matches elder's needs. This paper presents a set of design guidelines and design recommendations distilled and extracted from most relevant works on design of multi-touch interfaces for elders available in the literature. The results are a set of design guidelines, useful for designers, application developers, usability specialists and researchers. Copyright © IARIA, 2014.
2015
Autores
Nogueira, PA; Torres, V; Rodrigues, R; Oliveira, E;
Publicação
ENTERTAINMENT COMPUTING
Abstract
Current affective user experience studies require both laborious and time-consuming data analysis, as well as dedicated affective classification algorithms. Moreover, the high technical complexity and lack of general guidelines for developing these affective classification algorithms further limits the comparability of the obtained results. In this paper we target this issue by presenting a tool capable of automatically annotating and triangulating players' physiologically interpreted emotional reactions to in-game events. This tool was initially motivated by an experimental psychology study regarding the emotional habituation effects of audio-visual stimuli in digital games and we expect it to contribute in future similar studies by providing both a deeper and more objective analysis on the affective aspects of user experience. We also hope it will contribute towards the rapid implementation and accessibility of this type of studies by open-sourcing it. Throughout this paper we describe the development and benefits presented by our tool, which include: enabling researchers to conduct objective a posteriori analyses without disturbing the gameplay experience, automating the annotation and emotional response identification process, and formatted data exporting for further analysis in third-party statistical software applications.
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