Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment †
暂无分享,去创建一个
[1] Yoshua Bengio,et al. Learning deep physiological models of affect , 2013, IEEE Computational Intelligence Magazine.
[2] Georgios N. Yannakakis,et al. Player modeling using self-organization in Tomb Raider: Underworld , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[3] Karolien Poels,et al. Measuring the experience of digital game enjoyment , 2008 .
[4] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[5] Guillaume Chanel,et al. A review of the use of psychophysiological methods in game research , 2011 .
[6] Sylvia D. Kreibig,et al. Autonomic nervous system activity in emotion: A review , 2010, Biological Psychology.
[7] J. Cacioppo,et al. Principles of psychophysiology : physical, social, and inferential elements , 1990 .
[8] C. P. Latha,et al. A Review on Deep Learning Algorithms for Speech and Facial Emotion Recognition , 2016, APTIKOM Journal on Computer Science and Information Technologies.
[9] T. Love,et al. Path-dependent Foundation of Global Design-driven Outdoor Trade in the Northwest of England , 2007 .
[10] Sandro Fioretti,et al. Validation of the heart-rate signal provided by the Zephyr bioharness 3.0 , 2016, 2016 Computing in Cardiology Conference (CinC).
[11] Sebastian Nowozin,et al. Decision Jungles: Compact and Rich Models for Classification , 2013, NIPS.
[12] Julian Togelius,et al. Modeling player experience in Super Mario Bros , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[13] Vincent Koenig,et al. User experience: A concept without consensus? Exploring practitioners' perspectives through an international survey , 2015, Comput. Hum. Behav..
[14] Isabela Granic,et al. Designing and Utilizing Biofeedback Games for Emotion Regulation: The Case of Nevermind , 2016, CHI Extended Abstracts.
[15] M. Dawson,et al. The electrodermal system , 2007 .
[16] Marc Hassenzahl,et al. User experience (UX): towards an experiential perspective on product quality , 2008, IHM '08.
[17] John L. Sherry. Flow and Media Enjoyment , 2004 .
[18] L. McEvoy,et al. Neurophysiological indices of strategy development and skill acquisition. , 1999, Brain research. Cognitive brain research.
[19] Julian Togelius,et al. Making Racing Fun Through Player Modeling and Track Evolution , 2006 .
[20] P. Desmet,et al. Framework of product experience , 2007 .
[21] Vina M. Goghari,et al. Violent video game players and non-players differ on facial emotion recognition. , 2016, Aggressive behavior.
[22] L. Aftanas,et al. Analysis of Evoked EEG Synchronization and Desynchronization in Conditions of Emotional Activation in Humans: Temporal and Topographic Characteristics , 2004, Neuroscience and Behavioral Physiology.
[23] M. Tscheligi,et al. Applying Psychophysiological Methods for Measuring User Experience : Possibilities , Challenges and Feasibility , 2009 .
[24] Gerars J. Torrora,et al. Principles of Anatomy & Physiology : Organization, Support and Movement, and Control Systems of The Human Body , 2009 .
[25] Robert J. Lewis,et al. Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs , 2011 .
[26] Robert D. Ward,et al. Physiological responses to different WEB page designs , 2003, Int. J. Hum. Comput. Stud..
[27] Thomas Gärtner,et al. Player Modeling for Intelligent Difficulty Adjustment , 2009, LWA.
[28] Georgios N. Yannakakis,et al. Correlation between heart rate, electrodermal activity and player experience in first-person shooter games , 2010, Sandbox '10.
[29] Regina Bernhaupt,et al. Game User Experience Evaluation , 2016, CHI Extended Abstracts.
[30] Lawrence S. Chen,et al. Joint processing of audio-visual information for the recognition of emotional expressions in human-computer interaction , 2000 .
[31] Jimmy Ba,et al. Adam: A Method for Stochastic Optimization , 2014, ICLR.
[32] J. Bryant,et al. Playing video games: Motives, responses, and consequences. , 2012 .
[33] R.I.A. Mercuri,et al. Technology as Experience , 2005, IEEE Transactions on Professional Communication.
[34] Georgios N. Yannakakis,et al. Entertainment capture through heart rate activity in physical interactive playgrounds , 2008, User Modeling and User-Adapted Interaction.
[35] Rahul Gavas,et al. A dynamic attention assessment and enhancement tool using computer graphics , 2014, Human-centric Computing and Information Sciences.
[36] Maurizio Codispoti,et al. Watching emotional movies: affective reactions and gender differences. , 2008, International journal of psychophysiology : official journal of the International Organization of Psychophysiology.
[37] Dolf Zillmann,et al. Mechanisms of emotional involvement with drama , 1995 .
[38] Regan L. Mandryk,et al. Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..
[39] Tara N. Sainath,et al. Deep Neural Networks for Acoustic Modeling in Speech Recognition: The Shared Views of Four Research Groups , 2012, IEEE Signal Processing Magazine.
[40] Marc Hassenzahl,et al. User experience - a research agenda , 2006, Behav. Inf. Technol..
[41] Virpi Roto,et al. Understanding, scoping and defining user experience: a survey approach , 2009, CHI.
[42] M. Ballard,et al. Mortal Kombat (tm): The Effects of Violent Videogame Play on Males' Hostility and Cardiovascular Responding , 1996 .
[43] Gregory A. Miller,et al. Psychophysiological Methods in Neuroscience , 2014 .
[44] Ron Tamborini,et al. Defining Media Enjoyment as the Satisfaction of Intrinsic Needs , 2010 .
[45] Georgios N. Yannakakis,et al. Psychophysiological Correlations with Gameplay Experience Dimensions , 2010, ArXiv.
[46] Elizabeth Boyle,et al. The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level , 2011, Comput. Educ..
[47] Antonio Criminisi,et al. Decision Forests: A Unified Framework for Classification, Regression, Density Estimation, Manifold Learning and Semi-Supervised Learning , 2012, Found. Trends Comput. Graph. Vis..