2014
Authors
Nogueira, PA; Aguiar, R; Rodrigues, R; Oliveira, E;
Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)
Abstract
Current approaches to game design improvements rely on gameplay testing, an iterative process following the test, try and fix pattern, relying on target audience feedback via standard questionnaires. Besides being a very time consuming phase, it is also highly subjective. In this paper, we demonstrate a generalizable approach for building predictive models of players' affective reactions across games and genres. Our aim is two-fold: 1) That game developers can use these models to more easily and accurately tune game parameters, allowing improved gaming experiences, and 2) That these models can be used as the basis for parameterisable and adaptive affective gaming. This paper describes our preliminary results regarding a novel, physiological-based method for emotional player profiling, which consists on the following three phases: (i) monitoring players' emotional states and game events, (ii) identifying player's emotional reactions to game events and (iii) individual and cluster-based modelling of players emotional reactions.
2014
Authors
Nogueira, PA; Aguiar, R; Rodrigues, R; Oliveira, E; Nacke, LE;
Publication
Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014
Abstract
Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. In this paper, we propose a generalizable approach for building predictive models of players' emotional reactions across different games and game genres, as well as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations between changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors. We expect this work to benefit game designers by accelerating the affective playtesting process through the offline simulation of players' reactions to game design adaptations, as well as to contribute towards individually-tailored affective gaming.
2014
Authors
Gonçalves, JSV; Rossetti, RJF; Neto Jacob, JTP; Gonçalves, J; Monreal, CO; Coelho, AL; Rodrigues, R;
Publication
2014 IEEE Intelligent Vehicles Symposium Proceedings, Dearborn, MI, USA, June 8-11, 2014
Abstract
2014
Authors
Fernandes, H; Costa, P; Paredes, H; Filipe, V; Barroso, J;
Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
The task of moving from one place to another is a difficult challenge that involves obstacle avoidance, staying on street walks, finding doors, knowing the current location and keeping on track through the desired path. Nowadays, navigation systems are widely used to find the correct path, or the quickest, between two places. While assistive technology has contributed to the improvement of the quality of life of people with disabilities, people with visual impairment still face enormous limitations in terms of their mobility. In recent years, several approaches have been made to create systems that allow seamless tracking and navigation both in indoor and outdoor environments. However there is still an enormous lack of availability of information that can be used to assist the navigation of users with visual impairments as well as a lack of sufficient precision in terms of the estimation of the user's location. Blavigator is a navigation system designed to help users with visual impairments. In a known location, the use of object recognition algorithms can provide contextual feedback to the user and even serve as a validator to the positioning module and geographic information system of a navigation system for the visually impaired. This paper proposes a method where the use of computer vision algorithms validate the outputs of the positioning system of the Blavigator prototype. © 2014 Springer International Publishing.
2014
Authors
Goncalves, R; Gomes, S; Martins, J; Marques, C;
Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)
Abstract
This work results from an exhaustive characterization of the practices of E-commerce through the use of a questionnaire to small and medium enterprises of Tras-os-Montes and Alto Douro in Portugal, seeking to identify and promote the use of this technology in order to obtain competitive advantages.
2014
Authors
Martins, J; Goncalves, R; Pereira, J; Oliveira, T; Perez Cota, MP;
Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)
Abstract
The current technological and social Era in which our society lives, provides for the necessary background in order for Social Networks Sites (SNS) to be considered an essential and very relevant tool not only for individual social interaction, but also for firms to perform business activities. By analyzing the existent literature on the SNS adoption at firm level, the authors perceived the existence of a knowledge gap on this topic, thus creating the need for a SNS related literature review. In this paper, we present a systematic literature review on the SNS topic, mainly focusing the efforts towards the adoption of this technology at firm level. Some final considerations on future research are also presented in the final section of the article.
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