A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies
By Regan L. Mandryk, S. Atkins. Int. J. Hum. Comput. Stud., 2007
651 citations recorded by the source corpus.
Subfields: Experimental and Cognitive Psychology, Social Psychology
View Paper: https://www.semanticscholar.org/paper/da0ef2385ba6c9f72e5cd56d6be1468929253755
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Experimental and Cognitive Psychology
- A. Graesser
- Thierry Pun
- S. D’Mello
- Stephen H. Fairclough
- Mohammad Soleymani
- Georgios N. Yannakakis
- Julian Togelius
- Bodo Urban
In Social Psychology
- Stephen H. Fairclough
- Georgios N. Yannakakis
- Julian Togelius
- Bodo Urban
- Christian Peter
- Thierry Pun
- Guillaume Chanel
- Dimitrios Hatzinakos
Citations in the corpus
- Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments (2010, background): “…states of a user into the decision cycle of the interface in an attempt to develop more effective, user-friendly applications (Hudlicka and McNeese, 2002; Klein et al., 2002; Mandryk and Atkins, 2007; Marinier and Laird, 2006, 2007; Norman, 2004; Prendinger and Ishizuka, 2005; Whang et al., 2003).”
- Short-term emotion assessment in a recall paradigm (2009, background): “In gaming, emotion assessment can be used for better understanding of the playing conditions that lead to emotional activation (Mandryk and Atkins, 2007) and for maintaining involvement of a player by adapting game difficulty or content (Chanel et al., 2008; Chen, 2007; Rani et al., 2005).”
- Skinput: appropriating the body as an input surface (2010, background): “[ 16 ,17,20]). These features are generally subconsciouslydriven and cannot be controlled with sufficient precision for direct input.”
- Experience-Driven Procedural Content Generation (2011, methodology): “More examples of data-driven direct evaluation functions can be found, among others, in [73], [79], [74], [20], [18], [ 51 ], [38], [28], [22], [87], [45].”
- Fundamentals of physiological computing (2009, methodology): “, states of ‘stuck’ (Burleson and Picard, 2004) or challenge (Mandryk and Atkins, 2007), as opposed to capturing generic categories of emotional experiences, which may be a red herring in any case (Feldman Barrett, 2006).”
- ECG Pattern Analysis for Emotion Detection (2012, methodology): “Among the earliest efforts for emotion differentiation using physiological signals is the work of Ekman et al. [2].”
- Emotion in Human-Computer Interaction (2012, methodology): “described by [24] have also been used successfully at IGD.”
- Identifying emotional states using keystroke dynamics (2011, background): “Results have been produced by studying users playing video games [24], navigating web pages [32], using video conferencing software [33], and using mobile technology [7].”
- Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty (2011, methodology): “In [8], the authors proposed to continuously assess the emotional state of a player using an approach based on fuzzy logic.”