메뉴 건너뛰기




Volumn 6975 LNCS, Issue PART 2, 2011, Pages 547-556

A game-based corpus for analysing the interplay between game context and player experience

Author keywords

game based corpus; player behavior; player experience; player's affective state

Indexed keywords

AFFECTIVE STATE; GAME-BASED CORPUS; HUMAN PLAYERS; PLAYER BEHAVIOR; PLAYER EXPERIENCE; RESEARCH STUDIES; USER FEATURE; VIDEO GAME; VIDEO SESSIONS; GAME-BASED; RECENT RESEARCHES;

EID: 80054837758     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/978-3-642-24571-8_68     Document Type: Conference Paper
Times cited : (41)

References (27)
  • 1
    • 58349083859 scopus 로고    scopus 로고
    • Estimation of behavioral user state based on eye gaze and head pose - Application in an e-learning environment
    • Springer, Heidelberg
    • Asteriadis, S., Tzouveli, P., Karpouzis, K., Kollias, S.: Estimation of behavioral user state based on eye gaze and head pose - application in an e-learning environment. In: Multimedia Tools and Applications, vol. 41(3), pp. 469-493. Springer, Heidelberg (2009)
    • (2009) Multimedia Tools and Applications , vol.41 , Issue.3 , pp. 469-493
    • Asteriadis, S.1    Tzouveli, P.2    Karpouzis, K.3    Kollias, S.4
  • 3
    • 0036671996 scopus 로고    scopus 로고
    • Probabilistic assessment of users emotions in educational games
    • Conati, C.: Probabilistic assessment of users emotions in educational games. Applied Artificial Intelligence 16, 555-575 (2002)
    • (2002) Applied Artificial Intelligence , vol.16 , pp. 555-575
    • Conati, C.1
  • 5
    • 70349970537 scopus 로고    scopus 로고
    • Affective loop experiences - What are they?
    • Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K., ∅hrstrøm, P. (eds.) PERSUASIVE 2008 Springer, Heidelberg
    • Höök, K.: Affective loop experiences - what are they? In: Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K., ∅hrstrøm, P. (eds.) PERSUASIVE 2008. LNCS, vol. 5033, pp. 1-12. Springer, Heidelberg (2008)
    • (2008) LNCS , vol.5033 , pp. 1-12
    • Höök, K.1
  • 21
    • 21444460250 scopus 로고    scopus 로고
    • Explorations in engagement for humans and robots
    • Sidner, C., Lee, C., Kidd, C., Lesh, N., Rich, C.: Explorations in engagement for humans and robots. Artificial Intelligence 166(1-2), 140-164 (2005)
    • (2005) Artificial Intelligence , vol.166 , Issue.1-2 , pp. 140-164
    • Sidner, C.1    Lee, C.2    Kidd, C.3    Lesh, N.4    Rich, C.5
  • 24
    • 77955085970 scopus 로고    scopus 로고
    • Preference learning for cognitive modeling: A case study on entertainment preferences. Trans. Sys. Man Cyber
    • Yannakakis, G.N., Maragoudakis, M., Hallam, J.: Preference learning for cognitive modeling: a case study on entertainment preferences. Trans. Sys. Man Cyber. Part A 39, 1165-1175 (2009)
    • (2009) Part A , vol.39 , pp. 1165-1175
    • Yannakakis, G.N.1    Maragoudakis, M.2    Hallam, J.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.