Affective Computing for Game User Research

dc.contributor.author Varinlioğlu, Güzden
dc.contributor.author Tu, H.
dc.contributor.author Nagakura, T.
dc.date.accessioned 2023-10-27T06:43:38Z
dc.date.available 2023-10-27T06:43:38Z
dc.date.issued 2023
dc.description 41st Conference on Education and Research in Computer Aided Architectural Design in Europe, eCAADe 2023 -- 20 September 2023 through 22 September 2023 -- 300449 en_US
dc.description.abstract This study examines the spatial and emotional experience facilitated by immersive gaming environments and detected by wearable technologies. We designed, implemented, and tested a serious board game involving simulating the urban networks of the trade routes of the past. We recorded the traces of the players’ collective movements using a ceiling-mounted video camera to record the positions of the markers, and a video camera facing the players to record the players’ behaviors. Wearable devices enabled the recording of players’ emotions during their decision-making process. We captured their emotions with three tools: a GSR to capture participants’ emotional state and arousal level, an EEG to record the changes in their brain activity; and a think-aloud protocol to understand their conscious decisions. Finally, we analyzed the gamers’ measured "feelings" and compared these with the expressed feelings. The longer-term goal is to explore architectural design with special attention to feelings experienced within it by means of affective computing methods such as wearable technologies and biosensors, as well as gamification. © 2023, Education and research in Computer Aided Architectural Design in Europe. All rights reserved. en_US
dc.description.sponsorship We would like to thank the participants of the study (D. Kim, S. Park, X. Wu, M. Singha, W. Yi, Z. Fan, H. Tu, X., Zhang, F., Liang, C. Griggs, M. Akdoğan, W. Wu), and D. Tsai and C. Wu for their support during the game design. This study was conducted during the graduate course MIT4.s52 Feeling Architecture: Affective Computing and Cultural Heritage. During the study, the guidelines of the Committee on the Use of Humans as Experimental Subjects (COUHES) have been followed, and the consent forms of human subject research are filled out by the participants. en_US
dc.identifier.doi 10.52842/conf.ecaade.2023.2.851
dc.identifier.isbn 9789491207341
dc.identifier.issn 2684-1843
dc.identifier.scopus 2-s2.0-85171833678
dc.identifier.uri https://doi.org/10.52842/conf.ecaade.2023.2.851
dc.identifier.uri https://hdl.handle.net/20.500.14365/4904
dc.language.iso en en_US
dc.publisher Education and research in Computer Aided Architectural Design in Europe en_US
dc.relation.ispartof Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Affective Computing en_US
dc.subject Decision-making en_US
dc.subject Digital Heritage en_US
dc.subject Game User Research en_US
dc.subject Gamification en_US
dc.subject Wearable Sensors en_US
dc.title Affective Computing for Game User Research en_US
dc.type Conference Object en_US
dspace.entity.type Publication
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gdc.description.department İzmir Ekonomi Üniversitesi en_US
gdc.description.departmenttemp Varinlioglu, G., Massachusetts Institute of Technology, United States, Izmir University of Economics, Turkey; Tu, H., Massachusetts Institute of Technology, United States; Nagakura, T., Massachusetts Institute of Technology, United States en_US
gdc.description.endpage 860 en_US
gdc.description.publicationcategory Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı en_US
gdc.description.scopusquality Q4
gdc.description.startpage 851 en_US
gdc.description.volume 1 en_US
gdc.description.wosquality N/A
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gdc.virtual.author Varinlioğlu, Güzden
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