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"Feed the Fish": an affect-aware game
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Source ACM International Conference Proceeding Series; Vol. 391 archive
Proceedings of the 5th Australasian Conference on Interactive Entertainment table of contents
Brisbane, Queensland, Australia
Article No. 6  
Year of Publication: 2008
ISBN:978-1-60558-424-9
Authors
Mohammad Obaid  University of Canterbury, Christchurch, New Zealand
Charles Han  University of Canterbury, Christchurch, New Zealand
Mark Billinghurst  University of Canterbury, Christchurch, New Zealand
Sponsors
: Newish Media
: Australasian Co-operative Research Center for Interaction Design
: Queensland University of Technology
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper we report on an affective gaming interface and a user study which evaluates user response to affective gaming. "Feed the Fish" is an affect-aware game system which takes a player's facial expressions as input and dynamically responds to the player by changing the game elements. The goal of this system is to use human expressions to build a communication channel between the game and players so playing the game can be more enjoyable. We describe the implementation of the game system and discuss the result of the user study we have conducted with 22 participants. Participants enjoyed the game with the affect-aware system more than a non affective version of the game, and they felt it was more exciting since the game was more challenging and dynamic.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Face and Facial feature tracking for natural human computer interfaces, Vladimir Vezhnevevets.
 
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Zakharov, K., Mitrovic, T., and Johnston, L. Intellegent Tutoring Systems Respecting Human Nature. 5th New Zealand CSRSC, Hamilton, NZ, 2007.
 
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Konstantin Zakharov. Affect Recognition and Support in Intelligent Tutoring Systems. Masters thesis, University of Canterbury, 2007.
 
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Flores, V. C. (2005). Artnatomy/Artanatomia. http://www.artnatomia.net.
 
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J. Klein, Y. Moon and R. W. Picard (2002), "This Computer Responds to User Frustration," Interacting with Computers, Volume 14, No. 2, (2002), pp. 119--140.
 
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Rani, P., Sarkar, N., & Liu, C. (2005). Maintaining optimal challenge in computer games through real-time physiological feedback. Proceedings of the 1st International Conference on Augmented Cognition, Las Vegas, NV, 22--27 July 2005.
 
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Collaborative Colleagues:
Mohammad Obaid: colleagues
Charles Han: colleagues
Mark Billinghurst: colleagues