Szczegóły publikacji
Opis bibliograficzny
HeartFortress – an affective VR game adapting to player arousal / Paweł JEMIOŁO, Adrian Kuśmierek // W: VRW 2025 [Dokument elektroniczny] : 2025 IEEE conference on Virtual Reality and 3D user interfaces workshops : 8–12 March 2025, Saint-Malo, France : proceedings. — Wersja do Windows. — Adobe Reader. — Piscataway : The Institute of Electrical and Electronics Engineers, cop. 2025. — Dod. ISBN: 979-8-3315-2563-7. — e-ISBN: 979-8-3315-1484-6. — S. 1522–1523. — Wymagania systemowe: Adobe Reader. — Bibliogr. s. 1523, Abstr. — Publikacja dostępna online od: 2025-04-24
Autorzy (2)
Słowa kluczowe
Dane bibliometryczne
| ID BaDAP | 159712 |
|---|---|
| Data dodania do BaDAP | 2025-05-30 |
| Tekst źródłowy | URL |
| DOI | 10.1109/VRW66409.2025.00407 |
| Rok publikacji | 2025 |
| Typ publikacji | materiały konferencyjne (aut.) |
| Otwarty dostęp | |
| Wydawca | Institute of Electrical and Electronics Engineers (IEEE) |
| Konferencja | IEEE Conference on Virtual Reality and 3D User Interfaces 2025 |
Abstract
This study explores affective computing in virtual reality (VR) gaming, focusing on adapting gameplay to players’ arousal levels. By utilizing real-time physiological signals, such as heart rate and electrodermal activity, the VR game HeartFortress dynamically adjusts its mechanics. Observations suggest that the adaptive version of the game may enhance flow – a state of deep involvement in an activity – and increase physiological responsiveness, indicating heightened arousal. While preliminary, these findings highlight the potential of affective-driven adaptations in interactive systems, offering insights for gaming, training, and therapeutic applications.