Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions of their teammates or opponents as they can directly observe their behavioral patterns, facial expressions, head pose, body stance and so on. Players of online video games, however, are not generally aware of the other players' emotions given the limited channels of direct interaction among them (e.g. via emojis or chat boxes). It also turns out that the impact of real-time emotionawareness on play is still unexplored in the space of online digital games. Motivated by this lack of empirical knowledge on the role of the affect of others to one's gameplay performance in this paper we investigate the degrees to which the expression of manifested emotions of an opponent can affect the emotions of the player and consequently his gameplay behavior. In this initial study, we test our hypothesis on a two-player adversarial car racing game. We perform a comprehensive user study to evaluate the emotions, behaviors, and attitudes of players in emotion aware versus emotion agnostic game versions. Our findings suggest that expressing the emotional state of the opponent through an emoji in real-time affects the emotional state and behavior of players that can consequently affect their playing experience.
Importance of Instruction for Pedestrian-Automated Driving Vehicle Interaction with an External Human Machine Interface: Effects on Pedestrians' Situation Awareness, Trust, Perceived Risks and Decision Making
Feeling Machines: Ethics, Culture, and the Rise of Emotional AI
Fraunhofer IPK(弗劳恩霍夫生产系统与设计技术研究所);TU Berlin(柏林工业大学);Université Sorbonne Paris Nord(索邦巴黎北大学);University of Augsburg(奥格斯堡大学);EM Lyon Business School(里昂商学院);EPITA(法国巴黎计算机及自动化学院);Università di Pisa(比萨大学);University of Bamberg(班贝格大学);Universidad Central de Venezuela(委内瑞拉中央大学);RWTH Aachen University(亚琛工业大学);Harz University of Applied Sciences(哈茨应用技术大学);University of Passau(帕绍大学);SCAI, Sorbonne Université(索邦大学人工智能中心);University of Hamburg(汉堡大学);Osnabrueck University(奥斯纳布吕克大学);ICM, LIP6 UMR 7606 CNRS(法国国家科学研究中心皮埃尔和玛丽居里大学计算机科学实验室);Sorbonne Université(索邦大学)
Cyberoception: Finding a Painlessly-Measurable New Sense in the Cyberworld Towards Emotion-Awareness in Computing
Keio University(Keio大学);The University of Tokyo(东京大学);Singapore Management University(新加坡管理学院);University of Cambridge(剑桥大学);Nara Institute of Science and Technology(奈良科学技術研究所)