SPECIAL SESSION Measuring Engagement: Affective and Social Cues in Interactive Media

Anton Nijholt, Alessandro Vinciarelli · 2012

In game or entertainment environments the ‘user’ may take part in events that require bodily interaction with sensor-equipped environments. Embedded motion-capture and gyroscopic devices capture movements. Thanks to Nintendo's remote WII, motion-controlled games are now widespread. Cameras, microphones, pressure sensors, and proximity sensors have been added. Thanks to Microsoft's Xbox Kinect whole body interaction games have become popular. Apart from entertainment, such sensor equipped and game oriented environments can be designed to improve health conditions, sports performance, or (therapeutic) physical rehabilitation.

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