Guest editorial: Introduction to the special issue on modern control for computer games.
Identifieur interne : 001B69 ( Main/Merge ); précédent : 001B68; suivant : 001B70Guest editorial: Introduction to the special issue on modern control for computer games.
Auteurs : Vasileios Argyriou ; Irene Kotsia ; Stefanos Zafeiriou ; Maria PetrouSource :
- IEEE transactions on cybernetics [ 2168-2275 ] ; 2013.
English descriptors
- KwdEn :
- MESH :
- methods : Biofeedback, Psychology.
- physiology : Biofeedback, Psychology.
- Bionics, Feedback, Game Theory, Humans, Man-Machine Systems, User-Computer Interface, Video Games.
Abstract
A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.
DOI: 10.1109/TCYB.2013.2283551
PubMed: 24235260
Links toward previous steps (curation, corpus...)
- to stream PubMed, to step Corpus: 000815
- to stream PubMed, to step Curation: 000815
- to stream PubMed, to step Checkpoint: 000904
- to stream Ncbi, to step Merge: 002A80
- to stream Ncbi, to step Curation: 002A80
- to stream Ncbi, to step Checkpoint: 002A80
Links to Exploration step
pubmed:24235260Le document en format XML
<record><TEI><teiHeader><fileDesc><titleStmt><title xml:lang="en">Guest editorial: Introduction to the special issue on modern control for computer games.</title>
<author><name sortKey="Argyriou, Vasileios" sort="Argyriou, Vasileios" uniqKey="Argyriou V" first="Vasileios" last="Argyriou">Vasileios Argyriou</name>
</author>
<author><name sortKey="Kotsia, Irene" sort="Kotsia, Irene" uniqKey="Kotsia I" first="Irene" last="Kotsia">Irene Kotsia</name>
</author>
<author><name sortKey="Zafeiriou, Stefanos" sort="Zafeiriou, Stefanos" uniqKey="Zafeiriou S" first="Stefanos" last="Zafeiriou">Stefanos Zafeiriou</name>
</author>
<author><name sortKey="Petrou, Maria" sort="Petrou, Maria" uniqKey="Petrou M" first="Maria" last="Petrou">Maria Petrou</name>
</author>
</titleStmt>
<publicationStmt><idno type="wicri:source">PubMed</idno>
<date when="2013">2013</date>
<idno type="doi">10.1109/TCYB.2013.2283551</idno>
<idno type="RBID">pubmed:24235260</idno>
<idno type="pmid">24235260</idno>
<idno type="wicri:Area/PubMed/Corpus">000815</idno>
<idno type="wicri:Area/PubMed/Curation">000815</idno>
<idno type="wicri:Area/PubMed/Checkpoint">000904</idno>
<idno type="wicri:Area/Ncbi/Merge">002A80</idno>
<idno type="wicri:Area/Ncbi/Curation">002A80</idno>
<idno type="wicri:Area/Ncbi/Checkpoint">002A80</idno>
<idno type="wicri:Area/Main/Merge">001B69</idno>
</publicationStmt>
<sourceDesc><biblStruct><analytic><title xml:lang="en">Guest editorial: Introduction to the special issue on modern control for computer games.</title>
<author><name sortKey="Argyriou, Vasileios" sort="Argyriou, Vasileios" uniqKey="Argyriou V" first="Vasileios" last="Argyriou">Vasileios Argyriou</name>
</author>
<author><name sortKey="Kotsia, Irene" sort="Kotsia, Irene" uniqKey="Kotsia I" first="Irene" last="Kotsia">Irene Kotsia</name>
</author>
<author><name sortKey="Zafeiriou, Stefanos" sort="Zafeiriou, Stefanos" uniqKey="Zafeiriou S" first="Stefanos" last="Zafeiriou">Stefanos Zafeiriou</name>
</author>
<author><name sortKey="Petrou, Maria" sort="Petrou, Maria" uniqKey="Petrou M" first="Maria" last="Petrou">Maria Petrou</name>
</author>
</analytic>
<series><title level="j">IEEE transactions on cybernetics</title>
<idno type="eISSN">2168-2275</idno>
<imprint><date when="2013" type="published">2013</date>
</imprint>
</series>
</biblStruct>
</sourceDesc>
</fileDesc>
<profileDesc><textClass><keywords scheme="KwdEn" xml:lang="en"><term>Biofeedback, Psychology (methods)</term>
<term>Biofeedback, Psychology (physiology)</term>
<term>Bionics</term>
<term>Feedback</term>
<term>Game Theory</term>
<term>Humans</term>
<term>Man-Machine Systems</term>
<term>User-Computer Interface</term>
<term>Video Games</term>
</keywords>
<keywords scheme="MESH" qualifier="methods" xml:lang="en"><term>Biofeedback, Psychology</term>
</keywords>
<keywords scheme="MESH" qualifier="physiology" xml:lang="en"><term>Biofeedback, Psychology</term>
</keywords>
<keywords scheme="MESH" xml:lang="en"><term>Bionics</term>
<term>Feedback</term>
<term>Game Theory</term>
<term>Humans</term>
<term>Man-Machine Systems</term>
<term>User-Computer Interface</term>
<term>Video Games</term>
</keywords>
</textClass>
</profileDesc>
</teiHeader>
<front><div type="abstract" xml:lang="en">A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.</div>
</front>
</TEI>
</record>
Pour manipuler ce document sous Unix (Dilib)
EXPLOR_STEP=$WICRI_ROOT/Ticri/CIDE/explor/HapticV1/Data/Main/Merge
HfdSelect -h $EXPLOR_STEP/biblio.hfd -nk 001B69 | SxmlIndent | more
Ou
HfdSelect -h $EXPLOR_AREA/Data/Main/Merge/biblio.hfd -nk 001B69 | SxmlIndent | more
Pour mettre un lien sur cette page dans le réseau Wicri
{{Explor lien |wiki= Ticri/CIDE |area= HapticV1 |flux= Main |étape= Merge |type= RBID |clé= pubmed:24235260 |texte= Guest editorial: Introduction to the special issue on modern control for computer games. }}
Pour générer des pages wiki
HfdIndexSelect -h $EXPLOR_AREA/Data/Main/Merge/RBID.i -Sk "pubmed:24235260" \ | HfdSelect -Kh $EXPLOR_AREA/Data/Main/Merge/biblio.hfd \ | NlmPubMed2Wicri -a HapticV1
![]() | This area was generated with Dilib version V0.6.23. | ![]() |