Human-Computer Interaction. Users and Applications

Human-Computer Interaction. Users and Applications
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人机交互。

DOI:
10.1007/978-3-642-21619-0
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发表时间:
2011
影响因子:
2
通讯作者:
J. Jacko
J. Jacko
中科院分区:
医学4区
文献类型:
--
作者:
J. Jacko

文献摘要

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本文的目的是报告交互设计过程中,随后由一个跨学科的团队开发一个创新的ICT可穿戴设备的情感视频游戏。该过程遵循Norman和德雷珀的以用户为中心的设计原则[1],包括:功能开发,以人体为对象的技术实验室测试,产品设计,原型实现和最终用户实验。该设备的功能是基于生理参数的检测,例如,血量脉搏(BVP)、温度(T)和皮肤电反应(GSR),通过放置在玩家前额上的电极。这些信号旨在通过计算智能算法检测玩家的情绪状态。该信息可以用于修改视频游戏的行为,以使玩家保持在主观享受的期望状态。我们的目标是开发一种舒适且易于使用的设备,以避免对玩家情绪状态的干扰。
The aim of this paper is to report the interaction design process followed by an interdisciplinary team to develop an innovative ICT wearable device for affective video gaming. The process follows Norman and Draper’s User Centered Design principles [1] including: functional development, laboratory test of the technology with human subjects, product design, prototype realization and experimentation with final users. The functioning of the device is based on the detection of physiological parameters, e.g., Blood Volume Pulse (BVP), Temperature (T), and Galvanic Skin Response (GSR), through electrodes placed on the forehead of the player. These signals are aimed at detecting the emotional state of the player by means of computational intelligence algorithms. This information can be used to modify the behavior of a videogame in order to maintain the player in the desired state of subjective enjoyment. Our goal was to develop a comfortable and easy to use device to avoid disturbs on the emotional state of the player.