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Publications

Publications by HumanISE

2016

Architecture of computing systems – ARCS 2016: 29th international conference Nuremberg, Germany, April 4-7, 2016 Proceedings

Authors
Hannig, F; Cardoso, JMP; Pionteck, T; Fey, D; Preikschat, WS; Teich, J;

Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract

2016

Proceedings of the 7th Workshop on Parallel Programming and Run-Time Management Techniques for Many-core Architectures and the 5th Workshop on Design Tools and Architectures For Multicore Embedded Computing Platforms, PARMA-DITAM 2016, Prague, Czech Republic, January 18, 2016

Authors
Silvano, C; Cardoso, JMP; Agosta, G; Hübner, M;

Publication
PARMA-DITAM@HiPEAC

Abstract

2016

A Special-Purpose Language for Implementing Pipelined FPGA-Based Accelerators

Authors
de Oliveira, CB; Menotti, R; Cardoso, JMP; Marques, E;

Publication
LANGUAGES, DESIGN METHODS, AND TOOLS FOR ELECTRONIC SYSTEM DESIGN

Abstract

2016

Message from general and program co-chairs

Authors
Silvano, C; Cardoso, JMP; Agosta, G; Huebner, M;

Publication
ACM International Conference Proceeding Series

Abstract

2016

Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game

Authors
Nogueira, PA; Torres, V; Rodrigues, R; Oliveira, E; Nacke, LE;

Publication
JOURNAL ON MULTIMODAL USER INTERFACES

Abstract
To understand the impact of emotionally driven games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event generation. Vanish was augmented to interpret players' physiological data as a simplified emotional state, mapping it to a set of adaptation rules that modify the player experience. To explore the effects of adaptation mechanisms on player experience, we conducted a mixed-methods study on three different versions of the game, two of which integrated varying biofeedback mechanisms. Players' affective experiences were objectively measured by analysing physiological data. Additionally, subjective experience was recorded through the use of the Game Experience Questionnaire. Our study confirmed that biofeedback functionality had a statistically significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect. Furthermore, participants reported noticeable differences in player experience, favouring the added depth present in the biofeedback-enabled iterations of the game. In the future, these conclusions will help to develop more immersive and engaging player experiences.

2016

Constraint aggregation in non-linear programming models for nesting problems

Authors
Rocha, P; Gomes, AM; Rodrigues, R; Toledo, FMB; Andretta, M;

Publication
Lecture Notes in Economics and Mathematical Systems

Abstract

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