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G. Caridakis, K. Karpouzis
Non verbal behavior analysis in gaming and game based learning
5th European Conference on Games Based Learning, 20-21 October 2011, Athens, Greece.
ABSTRACT
Digital gaming industry recent shift to Natural Interaction (NI) is evident through gaming platforms releases that support NI such as MS Kinect, Sony Move and Nintendo Wii. Current article presents preliminary research work on defining and extracting full body expressivity features within the framework of Non verbal behavioral cues in NI with games and game based learning. Behavior expressiveness is an integral part of the communication process since it can provide information on the current emotional state, the personality of the interlocutor and his performance when the aim of the interaction is measurable, as is the case for GBL. Many researchers have studied characteristics of human movement and coded them in binary categories such as slow/fast, restricted/wide, weak/strong, small/big, unpleasant/pleasant in order to properly model expressivity. Expressivity dimensions are selected as the most complete approach to body expressivity modeling, since they cover the entire spectrum of expressivity parameters related to emotion and affect.
09 September, 2011
G. Caridakis, K. Karpouzis, "Non verbal behavior analysis in gaming and game based learning", 5th European Conference on Games Based Learning, 20-21 October 2011, Athens, Greece.
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