Including Affect-Driven Adaptation to the Pac-Man Video Game

Our students get a demo accepted to ISWC2014!

The 18th International Symposium on Wearable Computers
Sponsored by ACM’s special interest groups on computer-human interaction (SIGCHI) and mobility (SIGMOBILE)
Seattle, WA, US. September 2014


Building affect-driven adaptive environments is a task geared towards creating environments able to change based on the affective state of a target user. In our project, the environment is the well-known game, Pac-Man. To provide affect-driven adaptive capabilities, diverse sensors are utilized to gather user’s physiological states and an emotion recognition framework is used to fuse the sensed data and infer the user’s affective state. The game change driven by those affective states aiming to improve the user experience increasing engagement.



Harris, A., Hoch, A., Kral, R., Teposte, M., Villa, A., Chavez-Echeagaray, M.E., Gonzalez-Sanchez, J., and Atkinson, R. (2014). Including Affect-driven Adaptation to the Pac-Man Video Game. In Extended Abstracts Proceedings of the 18th International Symposium on Wearable Computers (ISCW). Seattle, WA, USA. September 2014. ACM. ISBN: 978-1-4503-3048-0

doi: 10.1145/2641248.2641360