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Volumn 29-30-Jun-2015, Issue , 2015, Pages

Design elements of affect aware video games

Author keywords

Affect Aware video games; Affective computing; Human computer interaction

Indexed keywords

COMPUTER GAMES; DESIGN; MIDDLEWARE;

EID: 84960093805     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2814464.2814482     Document Type: Conference Paper
Times cited : (6)

References (10)
  • 2
    • 84893563141 scopus 로고    scopus 로고
    • A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games
    • 2013
    • Baldwin A., Johnson D., Wyeth P., Sweetser P. 2013. A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games, Games Innovation Conference (2013).
    • (2013) Games Innovation Conference
    • Baldwin, A.1    Johnson, D.2    Wyeth, P.3    Sweetser, P.4
  • 3
    • 84869028393 scopus 로고    scopus 로고
    • Software design patterns for enabling auto dynamic difficulty in video games
    • 2012
    • Chowdhury M. I., Katchabaw M. 2012. Software design patterns for enabling auto dynamic difficulty in video games, Computer Games (2012), pp.76-80.
    • (2012) Computer Games , pp. 76-80
    • Chowdhury, M.I.1    Katchabaw, M.2
  • 6
    • 85026948844 scopus 로고    scopus 로고
    • Nevermind video game, http://www.nevermindgame.com/about/ (2015).
    • (2015) Nevermind Video Game
  • 7
    • 85026951330 scopus 로고    scopus 로고
    • RAGE Control video game, http://harvardmagazine.com/2011/01/gaming-The-emotions (2011).
    • (2011) RAGE Control Video Game
  • 9
    • 79960129510 scopus 로고    scopus 로고
    • Microsoft Kinect, http://www.microsoft.com/en-us/kinectforwindows/
    • Microsoft Kinect
  • 10
    • 85026960496 scopus 로고    scopus 로고
    • Intel Real Sense 3D, https://software.intel.com/en-us/intel-realsense-sdk
    • Intel Real Sense 3D


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.