Please use this identifier to cite or link to this item:
https://hdl.handle.net/20.500.14365/5460
Full metadata record
DC Field | Value | Language |
---|---|---|
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.identifier.isbn | 978-9-4912-0734-1 | - |
dc.identifier.issn | 2684-1843 | - |
dc.identifier.uri | https://hdl.handle.net/20.500.14365/5460 | - |
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.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 |
dc.department | İzmir Ekonomi Üniversitesi | en_US |
dc.identifier.startpage | 851 | en_US |
dc.identifier.endpage | 860 | en_US |
dc.identifier.wos | WOS:001235623100085 | en_US |
dc.institutionauthor | … | - |
dc.relation.publicationcategory | Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı | en_US |
dc.identifier.scopusquality | Q4 | - |
dc.identifier.wosquality | N/A | - |
item.grantfulltext | none | - |
item.openairetype | Conference Object | - |
item.openairecristype | http://purl.org/coar/resource_type/c_18cf | - |
item.fulltext | No Fulltext | - |
item.languageiso639-1 | en | - |
item.cerifentitytype | Publications | - |
Appears in Collections: | WoS İndeksli Yayınlar Koleksiyonu / WoS Indexed Publications Collection |
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