Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14365/5460
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dc.contributor.authorVarınlıoğlu, Güzden-
dc.contributor.authorTu, Han-
dc.contributor.authorNagakura, Takehiko-
dc.date.accessioned2024-08-25T15:13:14Z-
dc.date.available2024-08-25T15:13:14Z-
dc.date.issued2023-
dc.identifier.isbn978-9-4912-0734-1-
dc.identifier.issn2684-1843-
dc.identifier.urihttps://hdl.handle.net/20.500.14365/5460-
dc.description41st Conference on Education and Research in Computer Aided Architectural Design in Europe (ECAADE) -- SEP 18-23, 2023 -- Graz Univ Technol, Graz, AUSTRIAen_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.en_US
dc.language.isoenen_US
dc.publisherEcaade-education & research computer aided architectural design europeen_US
dc.relation.ispartofEcaade 2023 Digital Design Reconsidered, Vol 1en_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectWearable Sensorsen_US
dc.subjectGame User Researchen_US
dc.subjectAffective Computingen_US
dc.subjectDecision-makingen_US
dc.subjectDigital Heritageen_US
dc.subjectGamificationen_US
dc.titleAffective Computing for Game User Researchen_US
dc.typeConference Objecten_US
dc.departmentİzmir Ekonomi Üniversitesien_US
dc.identifier.startpage851en_US
dc.identifier.endpage860en_US
dc.identifier.wosWOS:001235623100085en_US
dc.institutionauthor-
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.identifier.scopusqualityQ4-
dc.identifier.wosqualityN/A-
item.grantfulltextnone-
item.openairetypeConference Object-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.fulltextNo Fulltext-
item.languageiso639-1en-
item.cerifentitytypePublications-
Appears in Collections:WoS İndeksli Yayınlar Koleksiyonu / WoS Indexed Publications Collection
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