Affective Computing for Game User Research

dc.contributor.author Varınlıoğlu, Güzden
dc.contributor.author Tu, Han
dc.contributor.author Nagakura, Takehiko
dc.date.accessioned 2024-08-25T15:13:14Z
dc.date.available 2024-08-25T15:13:14Z
dc.date.issued 2023
dc.description 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (ECAADE) -- SEP 18-23, 2023 -- Graz Univ Technol, Graz, AUSTRIA 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. en_US
dc.identifier.doi 10.52842/conf.ecaade.2023.2.851
dc.identifier.isbn 978-9-4912-0734-1
dc.identifier.issn 2684-1843
dc.identifier.uri https://hdl.handle.net/20.500.14365/5460
dc.language.iso en en_US
dc.publisher Ecaade-education & research computer aided architectural design europe en_US
dc.relation.ispartof Ecaade 2023 Digital Design Reconsidered, Vol 1 en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.subject Wearable Sensors en_US
dc.subject Game User Research en_US
dc.subject Affective Computing en_US
dc.subject Decision-making en_US
dc.subject Digital Heritage en_US
dc.subject Gamification en_US
dc.title Affective Computing for Game User Research en_US
dc.type Conference Object en_US
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gdc.description.department İzmir Ekonomi Üniversitesi en_US
gdc.description.departmenttemp [Varinlioglu, Guzden; Tu, Han; Nagakura, Takehiko] MIT, Cambridge, MA 02139 USA; [Varinlioglu, Guzden] Izmir Univ Econ, Izmir, Turkiye 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 2
gdc.description.wosquality N/A
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gdc.identifier.wos WOS:001235623100085
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gdc.virtual.author Varinlioğlu, Güzden
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