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Including affect-driven adaptation to the Pac-Man video game
2014
Proceedings of the 2014 ACM International Symposium on Wearable Computers Adjunct Program - ISWC '14 Adjunct
Building affect-driven adaptive environments is a task geared toward creating environments able to change based on the affective state of a target user. In our project, the environment is the well-known game, Pac-Man. To provide affect-driven adaptive capabilities, diverse sensors were utilized to gather a user's physiological data and an emotion recognition framework was used to fuse the sensed data and infer affective states. The game changes driven by those affective states aim to improve
doi:10.1145/2641248.2641360
dblp:conf/iswc/HarrisVHEKSTA14
fatcat:evgobxgthnettgk3r6vqj4qzeu