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Game Characters Controlled By Player's Emotions

vrml (3027321) writes As the player feels inner anger rising, the in-game character gets angry too and starts shouting and smashing things. Then, the player relaxes and the game character calms down and smiles. This is the kind of game control supported by a system demonstrated in a video released today by the Human-Computer Interaction Lab of the University of Udine. The system detects player's emotional state by using physiological sensors to measure player's skin conductance, facial muscles activity and cardiac parameters. It has been used to build gamified relaxation training and stress inoculation training applications.

3 of 44 comments (clear)

  1. Fun for FPS! by MarkvW · · Score: 2

    The angrier you get, the lousier your aim gets and the easier you get fatigued. Would sure cut down a lot of the griefing.

  2. Re:Hope and Change ? by jeffb+(2.718) · · Score: 2

    You seem angry.

  3. Needs Moar Resolution by bughunter · · Score: 2

    There are more dimensions to emotions than just Relaxed vs. Angry. For it to be useful for something other than biofeedback this system will need to distinguish Relaxed from other states like Flow, Focused, or Bored and also distinguish Angry from Adrenaline Rushed, or Jubilant, or even Sexually Excited.

    FTA, it sounds to me that this system would confuse many different emotions, so unless a player has a fetish for watching a cartoon avatar smash things, it will be just another footnote laboratory novelty.

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