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A Framework for the Manipulation of ...
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Seixas, Manuel Cesar Bessa,
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A Framework for the Manipulation of Video Game Elements Using the Player's Biometric Data /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
A Framework for the Manipulation of Video Game Elements Using the Player's Biometric Data // Manuel Cesar Bessa Seixas.
作者:
Seixas, Manuel Cesar Bessa,
面頁冊數:
1 electronic resource (140 pages)
附註:
Source: Masters Abstracts International, Volume: 84-01.
Contained By:
Masters Abstracts International84-01.
標題:
Physiology. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29140525
ISBN:
9798835562411
A Framework for the Manipulation of Video Game Elements Using the Player's Biometric Data /
Seixas, Manuel Cesar Bessa,
A Framework for the Manipulation of Video Game Elements Using the Player's Biometric Data /
Manuel Cesar Bessa Seixas. - 1 electronic resource (140 pages)
Source: Masters Abstracts International, Volume: 84-01.
The following dissertation focuses on the use of several physiological signals produced by human players to manipulate several game elements. These elements comprehend the game mechanics, aesthetics, behaviour of elements that act in opposition to the player, dialogues and narrative, among others.Our objective is the development of a framework aimed at supporting games that use, or intend to use, biofeedback. Looking for a solution (and inspiration), we studied how biofeedback is being presently applied, either in scientific experiences or commercially, type of biometric sensors are available in the market, other frameworks with similar purposes, as well as profiling and dramatic tension in games.The result is an application able to collect the players' biometric data, as well as their affective state, turning it into values usable by the game; and a rules system with the aim of streamlining this data handling.
English
ISBN: 9798835562411Subjects--Topical Terms:
518431
Physiology.
A Framework for the Manipulation of Video Game Elements Using the Player's Biometric Data /
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The following dissertation focuses on the use of several physiological signals produced by human players to manipulate several game elements. These elements comprehend the game mechanics, aesthetics, behaviour of elements that act in opposition to the player, dialogues and narrative, among others.Our objective is the development of a framework aimed at supporting games that use, or intend to use, biofeedback. Looking for a solution (and inspiration), we studied how biofeedback is being presently applied, either in scientific experiences or commercially, type of biometric sensors are available in the market, other frameworks with similar purposes, as well as profiling and dramatic tension in games.The result is an application able to collect the players' biometric data, as well as their affective state, turning it into values usable by the game; and a rules system with the aim of streamlining this data handling.
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A presente dissertacao foca-se na utilizacao dos varios sinais biometricos produzidos pelo ser humano (neste caso especifico, os do jogador) para manipulacao dos varios elementos existentes num videojogo. Estes elementos abrangem as mecanicas de jogo, estetica, comportamento dos elementos que actuam em oposicao ao jogador, dialogos e narrativa, entre outros.O nosso objectivo e o desenvolvimento de uma framework direccionada ao suporte de jogos que pretendam utilizar, ou utilizem, biofeedack. A procura de uma solucao (e inspiracao), estudou-se a forma como o biofeedback e empregue na actualidade, na area cientifica e comercial, os tipos de sensores biometricos disponiveis no mercado, outras frameworks com objectivos semelhantes, bem como profiling e tensao dramatica em jogos.O resultado e uma aplicacao capaz de captar a diversa informacao biometrica proveniente do jogador, bem como o seu estado afectivo, transformando-os em valores utilizaveis pelo jogo; e um sistema de regras cujo o intuito e facilitar e agilizar a utilizacao destes dados.
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