i++ Departmental Newsletter
Week commencing 11 February 2008
Previous Newsletters
Richard Bartle Listed in guinness world records gamer's
edition
Professor Richard Bartle appears in the Guinness World Records
Gamer's Edition 2008. On page 170 he is
credited with having written the first multi-user video game in 1978 (along with
fellow Essex University undergraduate Roy Trubshaw),
and on page 184 the "Bartle Test" is cited, which is
based on his research - you can take the Bartle Test, which
determines your player personality, here at
guildcafe.
Simon Lucas to Give Invited Tutorial at PPSN 2008
Dr Simon Lucas will give an invited tutorial on Computational Intelligence in
Games at the forthcoming Parallel Problem Solving from
Nature conference (PPSN 2008) in Dortmund,
September.
The tutorial will provide a practical introduction to game strategy learning
with function approximation architectures, covering the two main approaches to
learning game strategy: evolution (including co-evolution), and temporal
difference learning. Special attention will be given
to N-Tuple systems as function
approximators, as these have recently shown great potential to learn quickly and
effectively.
Forthcoming Seminar
Dr Nadia Bianchi-Berthouze, University College London
(email: n.berthouze@ucl.ac.uk)
Suggested by Dr Francisco Sepulveda
Friday February 22, 3.00pm, Room 1N1.4.1
The Power of Body Posture as a Modality for Affective
Human-Computer Interaction
Abstract – In contrast to affective facial and vocal
expressions, affective posture has received little attention in the field of
affective computing. A reason for that is the sheer complexity and variability
of postural language. We report on our studies aimed at using such modality to
induce and recognize affective states in users interacting with technology. In
the first part of the talk, a model of body movement as a modulator of the
experience of the player will be presented. It will be demonstrated, through
experiment results, that game controllers that afford natural body movements can
change the quality of engagement of the player and can induce a more emotional
experience. In the second part it will be shown that technology can capture the
quality of experience in its user. A system that learns to recognize the
affective state of people from their posture will be presented. While successful
experiments have been carried out with acted postures, we are currently testing
the system’s ability to detect the more subtle and natural affective states of
humans in two different contexts: computer games and clinical setting.