Search for dissertations about: "affective computing"

Showing result 1 - 5 of 6 swedish dissertations containing the words affective computing.

  1. 1. Self-Knowledge/Self-Regulation/Self-Control: A Ubiquitous Computing Perspective

    Author : Lars Hall; Kognitionsvetenskap; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; pervasive computing; affective computing; persuasive computing; Psychology; Psykologi; ubiquitous computing; computer-mediated extrospection; precommitment; distributed motivation; distributed cognition; neurofeedback; biofeedback; metacognition; brain-imaging; learning strategies; emotion regulation; mental strategies; verbal report; implicit learning; consciousness; introspection; self-control; Self-knowledge; self-regulation;

    Abstract : This thesis is about self-knowledge, self-regulation and self-control. All three of these terms are easily understandable, and apply to situations in our daily lives (like misjudging one’s own competence at retiling the bathroom floor, or feeling the anxiety and thrill of doing unsupervised work, or guiltily hitting the snooze-button for the fifth time, and missing half a day of school). READ MORE

  2. 2. Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment

    Author : Lennart Nacke; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES;

    Abstract : Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e. READ MORE

  3. 3. Artefactual Intelligence: The Development and Use of Cognitively Congenial Artefacts

    Author : David de Léon; Kognitionsvetenskap; []
    Keywords : HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; pervasive computing; affective computing; persuasive computing; Psychology; Psykologi; computer-mediated extrospection; precommitment; self-control; situated cognition; distributed motivation; cognitive ethnography; distributed cognition; cognitive biographies; redesign; task–artefact cycle; artefact evolution; artefact design; task structure; cognitive task; cognitive congeniality; artefactual intelligence; cognitive artefacts; task environment; tools; Cognition; artefacts; ubiquitous computing;

    Abstract : How can tools help structure tasks to make them cognitively easier to perform? How do artefacts, and our strategies for using them, develop over time in cognitively beneficial ways? These are two of the main questions that are explored in the five papers collected in this thesis. The first paper details an ethnographic study conducted on people cooking in their homes. READ MORE

  4. 4. Predictive Psychological Player Profiling

    Author : Ahmad Azadvar; José Font; Malmö universitet; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; Human-Computer Interaction; Affective Computing; Player Experience; User Research; Behavioral modeling; Psychology of play;

    Abstract : Video games have become the largest portion of the entertainment industry and everyday life of millions of players around the world. Considering games as cultural artifacts, it seems imperative to study both games and players to understand underlying psychological and behavioral implications of interacting with this medium, especially since video games are rich domains for occurrence of rich affective experiences annotated by and measurable via in-game behavior. READ MORE

  5. 5. Game-calibrated and user-tailored remote detection of emotions : A non-intrusive, multifactorial camera-based approach for detecting stress and boredom of players in games

    Author : Fernando Bevilacqua; Henrik Engström; Per Backlund; Vittorio Scarano; Högskolan i Skövde; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; human-computer interaction; computer vision; non-obtrusive; remote sensing; affective computing; games; rPPG; Interaction Lab ILAB ; Interaction Lab ILAB ;

    Abstract : Questionnaires and physiological measurements are the most common approach used to obtain data for emotion estimation in the field of human-computer interaction (HCI) and games research. Both approaches interfere with the natural behavior of users. READ MORE