An affective gaming scenario using the Kinect Sensors

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An affective gaming scenario using the Kinect Sensors

Christou, Christos

This dissertation was written as a part of the MSc in Mobile and Web Computing at the International Hellenic University with title an Affective gaming scenario using the Kinect Sensors. The dissertation has many different technologies combined in order to try to have an affective gaming scenario working. Three different software programs have been created in order to have a functional multiplayer online game. An iOS mobile application, a multiplayer game in which users can download from the iOS app store and play against other players around the world, a computer software that takes advantage of the Kinect sensor capabilities that will send data collected from the player state and emotions during gameplay and change dynamically the game flow and a server application that handles the communication between the other two components. Since the mobile clients have to communicate with each other and the mobile clients have to communicate with the Kinect application internet connection is needed and stable connection can be established with the software created on the server side. Affective gaming is a cross disciplinary area drawing upon psychology, physiology, electronic engineering and computer science. This is how the affective gaming works, the user is playing a video game and a special device is collecting all the physiological signals and behavioral cues and turn them into data. An emotion analysis is taking place evaluating the data and then the game objectives and gameplay alters according to the player’s evaluation. One special device that can be used to achieve all these is the Kinect sensor. It is a really powerful piece of hardware that can detect human physio - logical signals and behavioral cues with the correct software and offer emotion analysis. Having all these combined we will end up with the final application that is an iOS mobile game with a computer program that is bonded with the Kinect sensor and can make dynamic changes according to the player’s emotions in the game flow. All these different components will be analyzed. Analysis about how the affective gaming has taking its place in the game market, how the development of the Kinect sensor has contributed to general greater than games products, other ways of gathering and collection human expressions and data so that they can be transformed into bits and bytes so that software will visualize them to users and enhance the gaming experience


Computer games--Programming
Computer games--Programming--Computer programs
Computer games--Social aspects
Multimodal user interfaces (Computer systems)
Human activity recognition
Computer games--Design--Psychological aspects
Computer games--Design--Computer programs
User interfaces (Computer systems)
Pattern recognition systems--Programming
Software Engineering
Computer games--Software
Computer games--Design
Computer games--Design--Social aspects
Computer games--Psychological aspects
Kinect (Programmable controller)--Programming

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