Sensing and understanding human emotional behaviour seems to be essential to keep engaging interactions sustained over longer periods. The general purpose of this work is to implement a platform able to recognize and employ human emotions in an interactive game: The EmoBrain Interface (EI). EI interaction is a cycle of stimulus and feedbacks where the user receives a visual input and completes tasks, just controlling his emotional state by activating self-Training strategies. EI has been used in the context of a serious game: Quiet Bowman (QB). QB allows the users: (i) to experience emotional behaviours and (ii) to explore the game dynamics related to emotions in order to manage their own emotional state. The outcomes seem to be encouraging. Users appreciated the game: They felt involved and committed to achieve the required goals. This encourages us to make new experiments to improve the accuracy of our classifiers and therefore the impact of the serious game on the autogenous training of the user.

EmoBrain: Playing with emotions in the target

Carofiglio V.
;
De Carolis B.
;
Abbattista F.
2018-01-01

Abstract

Sensing and understanding human emotional behaviour seems to be essential to keep engaging interactions sustained over longer periods. The general purpose of this work is to implement a platform able to recognize and employ human emotions in an interactive game: The EmoBrain Interface (EI). EI interaction is a cycle of stimulus and feedbacks where the user receives a visual input and completes tasks, just controlling his emotional state by activating self-Training strategies. EI has been used in the context of a serious game: Quiet Bowman (QB). QB allows the users: (i) to experience emotional behaviours and (ii) to explore the game dynamics related to emotions in order to manage their own emotional state. The outcomes seem to be encouraging. Users appreciated the game: They felt involved and committed to achieve the required goals. This encourages us to make new experiments to improve the accuracy of our classifiers and therefore the impact of the serious game on the autogenous training of the user.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/235846
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