TY - GEN
T1 - Emoactivity -an EEG-based gamified emotion HCI for augmented artistic expression
T2 - 9th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2015 Held as Part of 17th International Conference on Human-Computer Interaction, HCI International 2015
AU - Charisis, Vasileios
AU - Hadjidimitriou, Stelios
AU - Hadjileontiadis, Leontios
AU - U Ğ Urca, Deniz
AU - Yilmaz, Erdal
N1 - Funding Information:
Acknowledgements. This work is funded by the European Commission via the i-Treasures project (Intangible Treasures - Capturing the Intangible Cultural Heritage and Learning the Rare Know-How of Living Human Treasures FP7-ICT-2011-9-600676-i-Treasures). It is an Integrated Project (IP) of the European Union’s 7th Framework Programme ‘ICT for Access to Cultural Resources.
Publisher Copyright:
© Springer International Publishing Switzerland 2015.
PY - 2015
Y1 - 2015
N2 - There are important cultural differences in emotions that can be predicted and connected to each other in the light of cultural and artistic expressions. The main differences reflected at the affective space are expressed through initial response tendencies of appraisal and action readiness. Capturing and handling the emotions during artistic activities could be used as a dominant source of information to acquire and augment the cultural expression and maximize the emotional impact to the audience. This paper presents a novel EEG-based game-like application, to learn and handle affective states and transitions towards augmented artistic expression. According to the game scenario, the user has to reach and sustain one or more target affective states based on the level of the game, the difficulty setting and his/her current affective state. The game, although at its first version, has been demonstrated to a small group of potential users and has received positive feedback. Its use by a wider audience is anticipated within the realization of the i-Treasure FP7 EU Programme (2013-2017).
AB - There are important cultural differences in emotions that can be predicted and connected to each other in the light of cultural and artistic expressions. The main differences reflected at the affective space are expressed through initial response tendencies of appraisal and action readiness. Capturing and handling the emotions during artistic activities could be used as a dominant source of information to acquire and augment the cultural expression and maximize the emotional impact to the audience. This paper presents a novel EEG-based game-like application, to learn and handle affective states and transitions towards augmented artistic expression. According to the game scenario, the user has to reach and sustain one or more target affective states based on the level of the game, the difficulty setting and his/her current affective state. The game, although at its first version, has been demonstrated to a small group of potential users and has received positive feedback. Its use by a wider audience is anticipated within the realization of the i-Treasure FP7 EU Programme (2013-2017).
KW - Affective state detection
KW - Contemporary music composition
KW - EEG
KW - Emoactivity
KW - Emotion game
KW - Emotiv
KW - Game-based learning
KW - Human-computer interaction
KW - I-Treasures
KW - Valence-arousal space
UR - http://www.scopus.com/inward/record.url?scp=84947261985&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-20687-5_4
DO - 10.1007/978-3-319-20687-5_4
M3 - Conference contribution
AN - SCOPUS:84947261985
SN - 9783319206868
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 29
EP - 40
BT - Universal Access in Human-Computer Interaction
A2 - Antona, Margherita
A2 - Stephanidis, Constantine
A2 - Stephanidis, Constantine
PB - Springer Verlag
Y2 - 2 August 2015 through 7 August 2015
ER -