TY - GEN
T1 - Lost in the dark
T2 - 25th Annual ACM Symposium on User Interface Software and Technology, UIST 2012
AU - Bernays, Ryan
AU - Mone, Jeremy
AU - Yau, Patty
AU - Murcia, Michael
AU - Gonzalez-Sanchez, Javier
AU - Chavez-Echeagaray, Maria Elena
AU - Christopherson, Robert
AU - Atkinson, Robert
PY - 2012
Y1 - 2012
N2 - Having environments that are able to adjust accordingly with the user has been sought in the last years particularly in the area of Human Computer Interfaces. Environments able to recognize the user emotions and react in consequence have been of interest on the area of Affective Computing. This work presents a project - an adaptable 3D video game, Lost in the Dark: Emotion Adaption, which uses user's emotions as input to alter and adjust the gaming environment. To achieve this, an interface that is capable of reading brain waves, facial expressions, and head motion was used, an Emotiv® EPOC headset. For our purposes we read emotions such as meditation, excitement, and engagement into the game, altering the lighting, music, gates, colors, and other elements that would appeal to the user emotional state. With this, we achieve closing the loop of using the emotions as inputs, adjusting a system accordingly as a result, and elicit emotions.
AB - Having environments that are able to adjust accordingly with the user has been sought in the last years particularly in the area of Human Computer Interfaces. Environments able to recognize the user emotions and react in consequence have been of interest on the area of Affective Computing. This work presents a project - an adaptable 3D video game, Lost in the Dark: Emotion Adaption, which uses user's emotions as input to alter and adjust the gaming environment. To achieve this, an interface that is capable of reading brain waves, facial expressions, and head motion was used, an Emotiv® EPOC headset. For our purposes we read emotions such as meditation, excitement, and engagement into the game, altering the lighting, music, gates, colors, and other elements that would appeal to the user emotional state. With this, we achieve closing the loop of using the emotions as inputs, adjusting a system accordingly as a result, and elicit emotions.
KW - 3D videogames
KW - Affective states
KW - EEG
KW - Emotion recognition
UR - http://www.scopus.com/inward/record.url?scp=84869073952&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84869073952&partnerID=8YFLogxK
U2 - 10.1145/2380296.2380331
DO - 10.1145/2380296.2380331
M3 - Conference contribution
AN - SCOPUS:84869073952
SN - 9781450315821
T3 - Adjunct Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology, UIST'12
SP - 79
EP - 80
BT - Adjunct Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology, UIST'12
Y2 - 7 October 2012 through 10 October 2012
ER -