Video games have played a crucial role in entertainment since their development in the 1970s, becoming even more prominent during the lockdown period when people were looking for ways to entertain them. However, at that time, players were unaware of the significant impact that playtime could have on their feelings. This has made it challenging for designers and developers to create new games since they have to control the emotional impact that these games will take on players. Thus, the purpose of this study is to look at how a player's emotions are affected by the duration of the game. In order to achieve this goal, a framework for emotion detection is created. According to the experiment's results, the volunteers' general ability to express emotions increased from 20 to 60 minutes. In comparison to shorter gameplay sessions, the experiment found that extended gameplay sessions did significantly affect the player's emotions. According to the results, it was recommended that in order to lessen the potential emotional impact that playing computer and video games may have in the future, game producers should think about creating shorter, entertaining games.
PAIR: Perceptual Affective Inference and Regulation in a Real-Time Multimodal Conversational Agent
School of Information Sciences, University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校信息科学学院);School of Computing, KAIST(韩国科学技术院计算学院);Department of Computer Science, Florida State University(佛罗里达州立大学计算机科学系)
Lottery and Sprint Arcade: Enabling Player-Driven Game Editing with Generative AI
Graduate School of Comprehensive Human Sciences, University of Tsukuba(筑波大学综合人类科学研究院);R & D Centre for Digital Nature, University of Tsukuba(筑波大学数字自然研发中心)
Designing Social Robots for Social-Cognition Training with Autistic Adults
Ben-Gurion University of the Negev(内盖夫本-古里安大学);The Azrieli National Center for Autism and Neurodevelopment Research, Ben-Gurion University of the Negev(内盖夫本-古里安大学阿兹里利国家自闭症与神经发育研究中心);School of Brain Sciences and Cognition, Ben-Gurion University of the Negev(内盖夫本-古里安大学脑科学与认知学院)
Mapping Ecological Empathy: A Semantic Network Analysis of Player Perceptions in 3D Environmental Education Games
Faculty of Creative and Critical Studies, University of British Columbia(不列颠哥伦比亚大学创意与批判研究学院);Khoury College of Computer Sciences, Northeastern University(东北大学科赫计算机学院);Department of Computer Science, Irving K. Barber Faculty of Science, University of British Columbia, Okanagan(不列颠哥伦比亚大学奥肯那根校区欧文·K·巴伯理学院计算机科学系)
ESSYS* Sharing #UC: An Emotion-driven Audiovisual Installation
University of Coimbra(科英布拉大学);Centre for Informatics and Systems of the University of Coimbra(科英布拉大学信息学与系统中心)
我们展示了ESSENT * Sharing #UC,这是一个视听装置艺术品,反映了与大学和科英布拉市相关的情感背景,基于Twitter上分享的数据。该装置于2021年夏季和秋季在科英布拉的Círculo de Artes Plásticas de Coimbra的城市艺术画廊展出。在安装空间中,人们可以看到一系列印刷海报,展示推文并聆听不断变化的环境声音。本视听作品是通过自主计算创造性方法创建的,该方法采用神经分类器来识别推文的情感背景,并使用由此产生的数据作为视听作品生成的原料。该装置的空间旨在促进一种方法,并将同一地点的在线和物理感知融合在一起。我们对所提出的方法进行了多次实验来评估其能力和性能。此外,我们还进行基于访谈的评估会议,以了解人们如何体验装置元素,特别是海报设计,以及在其他商业和社会场景中的多样性,表现力和可能就业。