Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14365/4904
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dc.contributor.authorVarinlioğlu, Güzden-
dc.contributor.authorTu, H.-
dc.contributor.authorNagakura, T.-
dc.date.accessioned2023-10-27T06:43:38Z-
dc.date.available2023-10-27T06:43:38Z-
dc.date.issued2023-
dc.identifier.isbn9789491207341-
dc.identifier.issn2684-1843-
dc.identifier.urihttps://doi.org/10.52842/conf.ecaade.2023.2.851-
dc.identifier.urihttps://hdl.handle.net/20.500.14365/4904-
dc.description41st Conference on Education and Research in Computer Aided Architectural Design in Europe, eCAADe 2023 -- 20 September 2023 through 22 September 2023 -- 300449en_US
dc.description.abstractThis 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.sponsorshipWe 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.language.isoenen_US
dc.publisherEducation and research in Computer Aided Architectural Design in Europeen_US
dc.relation.ispartofProceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europeen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectAffective Computingen_US
dc.subjectDecision-makingen_US
dc.subjectDigital Heritageen_US
dc.subjectGame User Researchen_US
dc.subjectGamificationen_US
dc.subjectWearable Sensorsen_US
dc.titleAffective Computing for Game User Researchen_US
dc.typeConference Objecten_US
dc.identifier.doi10.52842/conf.ecaade.2023.2.851-
dc.identifier.scopus2-s2.0-85171833678en_US
dc.departmentİzmir Ekonomi Üniversitesien_US
dc.authorscopusid36919637100-
dc.authorscopusid58499632100-
dc.authorscopusid15819787000-
dc.identifier.volume1en_US
dc.identifier.startpage851en_US
dc.identifier.endpage860en_US
dc.institutionauthor-
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.identifier.scopusqualityQ4-
dc.identifier.wosqualityN/A-
item.grantfulltextopen-
item.openairetypeConference Object-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.fulltextWith Fulltext-
item.languageiso639-1en-
item.cerifentitytypePublications-
crisitem.author.dept06.04. Interior Architecture and Environmental Design-
Appears in Collections:Scopus İndeksli Yayınlar Koleksiyonu / Scopus Indexed Publications Collection
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