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With
advances in the area of sensor technology and
signal processing, a new generation of
computer games based on
affective computing is emerging. In order to increase a player's level
of immersion and engagement, a number of affective games encourage a
user to express his or her emotive states and dynamically adapt actions
and events to them.
In my talk, I will propose an
affective user interface to a computer game based on a new paradigm
called "Emote to Win". As opposed to many traditional computer games,
users are not expected to manipulate control devices in a skilful
manner to win the game. Instead the basic idea is to elicit
certain reactions of a virtual pet via appropriate emotive user
behaviors. I will present a first prototype of a gaming application for
exploring new intuitive control strategies based on bio physiological
feedback and affective speech.
The second part of my talk will focus on how to enhance virtual game
partners with
affective behaviors. While earlier synthetic agents showed a
tendency to convey emotions in an exaggerated manner, more recent work
aims at the subtle expression of emotions or the suppression of
socially undesirable emotions. In my talk, I will present a small game
of dice where one of the human players is replaced by a virtual
agent. This game can only be won by deceiving the other
players and by detecting such attempts from the other players. Thus, a
highly emotional situation is created when the agent blames the user
for deceit or when the user detects such an attempt and the agent has
to react to it.
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