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9th International Conference on Intelligent Technologies for Interactive Entertainment

June 20–22, 2017 | Funchal, Portugal

Ideating, designing and constructing affective videogames in Unity3D

This course will be held as part of the INTETAIN 2017 conference

June 20-22, 2017, Funchal, Madeira, Portugal:

http://www.intetain.org/2017/show/home

 

This course aims at providing practical information about the design and implementation of affective videogames which use physiological signals to interpret human behavior and respond accordingly.   The course is divided into three stages:

·      Introduction the core elements of using affect in videogames via a discussion of the relevant literature highlighting best practices, current problems and the various types of wearable sensors being utilized.

·      Introduction to the Biocybernetic Loop Engine: a game development tool to easily create and iterate affective videogames based on the acquisition, processing and interpretation of physiological and affective signals.

·      A practical session dedicated to the use of the Biocybernetic Loop Engine and available wearable physiological sensors to create an affective videogame in Unity3D.

Participants are invited to bring their own Unity3D videogames or use our example project. 

By the end of the course participants will gain the following insights:

·      How to create their own game adaptation strategies leading to a more challenging and/or assistive gameplay.

·      The future impact of affective technology on the way we play and interact with video games in the near future

 

Tentative Timetable

 
Unit 1
 
Lecture: Introduction to affective computing in game design
 
Best examples  of affective videogames
 
An introduction to the range of physiological sensors and metrics available today
 
Break
 
Unit 2
 
Introducing the Biocybernetic Loop Engine
 
Hands-on. Design and implementation of affective-based adaptation rules for videogame modulation. Integration with Unity3D projects
 
Lunch Break
 
Unit 3
 
Demos and closing remarks
 
Unit 4
 
Visit to the NeurorehabLab at Madeira Interactive Technologies Institute for additional demos
 
 
 
 

Audience

This course aims to introduce participants to a novel software tool for the iterative design and creation of affective videogames based on the use and interpretation of physiological signals from wearable devices in Unity3D.  People interested in the affective and physiological computing fields as well as game designers and HCI researchers are welcome.  The course will be particularly useful for game designers and researchers who are currently developing or intend to start developing videogames in Unity3D.  Due to resource and space limitation registration is limited to 20 participants so register early to assure your place.  Interested participants are asked to send a short (max 500 words) description of their interest in the course, the videogame (if any) they are currently in the process of developing and their expected outcome to john.cardona@m-iti.org

 

Organizers

John Edison Muñoz is a PhD student and researcher in physiological computing applied in videogames in the Madeira Interactive Technologies Institute. He has a Master in Electrical Engineering from the Universidad Tecnológica de Pereira of Colombia. Prior to enrolling in the PhD he worked for three years as a researcher in a rehabilitation center in Colombia developing and evaluating videogames for health. He is currently working in the Augmented Human Assistance Project at the NeurorehabLab aiming to provide solutions to alleviate the current and upcoming social, psychological and economic burden related to sedentarism and aging related morbidities. He is interested in the usage of physiological signals to augment machine intelligence and adaptability in real life scenarios, especially those that involve communication with interactive systems. 

 

Afonso Gonçalves is a PhD student and researcher at Madeira Interactive Technologies Institute. He holds a MSc in aerospace engineering from Instituto Superior Técnico, Lisbon, Portugal, where he did research work in the area of humanoid robotics. Currently, his studies, work and research focus on the development of serious games for elderly health, with a particular emphasis on fitness levels evaluation and exertion adaptation of exergames. He is an enthusiastic gamer and is particularly interested in the development of virtual and augmented reality applications.

 

Teresa Paulino is a technical assistant at Madeira Interactive Technologies Institute under the Augmented Human Assistance project. She has an undergraduate degree in Interactive Media Design from University of Madeira and is currently a Master student in Informatics Engineering. Prior to this project she worked in the Rehabnet project where she developed tools for rehabilitation of stroke patients. Teresa loves team work and she’s always willing to assist her colleagues with their projects whether with programming or with design tasks. She has a particular interest in software and interactive technologies that are able to promote the life quality of their users.