Abstract

In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.

Highlights

  • Affective computing (AfC) is an interdisciplinary field, combining efforts in the areas of computer science, artificial intelligence (AI), and the social sciences

  • Practical results in AfC can be particurlarly useful in a number of domains, such as human-computer interaction (HCI) and ambient intelligence systems (AmI), as well as serious and commercial video games, among others

  • We have demonstrated that it is straightforward to include emotional contexts in AmI systems built on top of HMR+ and HeaRTDroid [65], mainly due to the modularized nature of HMR+ models, which can be extended with additional knowledge

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Summary

Introduction

Affective computing (AfC) is an interdisciplinary field, combining efforts in the areas of computer science, artificial intelligence (AI), and the social sciences (such as psychology). Proposed in 1997, in [1], affective computing is aimed at developing computational models of emotions [2]. Furthemore, using these models, emotional states can be recognized, synthesized, and interpreted [3]. Games offer an immersive, yet controllable, environment for emotion elicitation, stimulation, and recognition. They are an important area of application for AfC techniques, playing a role in commercial applications of video games, and in the societal impact of so-called serious games for training and learning.

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