Enhancing Game Experience with Facial Expression Recognition as Dynamic Balancing
Open Access
- 1 January 2019
- journal article
- Published by Elsevier in Procedia Computer Science
- Vol. 157, 388-395
Abstract
No abstract availableKeywords
This publication has 11 references indexed in Scilit:
- With or without you? Interaction and immersion in a virtual reality experienceJournal of Business Research, 2019
- Dynamic Difficulty Adjustment (DDA) in Computer Games: A ReviewAdvances in Human-Computer Interaction, 2018
- Facial Expression Recognition as Dynamic Game Balancing SystemProcedia Computer Science, 2018
- Location-based game to enhance player’s experience in survival horror gameProcedia Computer Science, 2017
- Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatriciansCurrent Opinion in Pediatrics, 2016
- Adaptation in Affective Video Games: A Literature ReviewCybernetics and Information Technologies, 2016
- Dynamic Difficulty Adjustment in Tower DefenceProcedia Computer Science, 2015
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playingJournal of Experimental Social Psychology, 2009
- Measuring and defining the experience of immersion in gamesInternational Journal of Human-Computer Studies, 2008
- A global human walking model with real-time kinematic personificationThe Visual Computer, 1990