@article{ART002418323},
author={Chang, Jae-Khun},
title={Game Variation Technology according to the Emotion of Game Player in Computer Game},
journal={Journal of Knowledge Information Technology and Systems},
issn={1975-7700},
year={2018},
volume={13},
number={6},
pages={779-787},
doi={10.34163/jkits.2018.13.6.014}
TY - JOUR
AU - Chang, Jae-Khun
TI - Game Variation Technology according to the Emotion of Game Player in Computer Game
JO - Journal of Knowledge Information Technology and Systems
PY - 2018
VL - 13
IS - 6
PB - Korea Knowledge Information Technology Society
SP - 779
EP - 787
SN - 1975-7700
AB - Recent Information Communication Technology has been rapidly developed compare to the previous years. With the development of computer technology, many researches of intelligent systems are studied that the recognition of human’s emotion is applied to the intelligent computer response. In the 4th industrial revolution, new service type will be implemented by the new way that supports the convenience to the human focused to the user’s emotion. Emotional information and communication technology will develop the interactive communication through the recognition of user’s emotion. The information communication technology recognizes the human’s face into the mobile phone or computer camera and, from the emotion of the human, the system responses intelligent action. This research, first acquires the user’s image and recognizes the emotion through the trained data with the machine learning. The proposed this study classifies seven emotions of game players with competitive action using mobile phone. The classified emotions of players are applied to the game’s rule and interactive game pattern. This intelligent method applied to the real game and the result shows the players response and the future studies.
KW - Emotion retrieval;Game reaction;Emotion interaction;Machine learning;Action units
DO - 10.34163/jkits.2018.13.6.014
ER -
Chang, Jae-Khun. (2018). Game Variation Technology according to the Emotion of Game Player in Computer Game. Journal of Knowledge Information Technology and Systems, 13(6), 779-787.
Chang, Jae-Khun. 2018, "Game Variation Technology according to the Emotion of Game Player in Computer Game", Journal of Knowledge Information Technology and Systems, vol.13, no.6 pp.779-787. Available from: doi:10.34163/jkits.2018.13.6.014
Chang, Jae-Khun "Game Variation Technology according to the Emotion of Game Player in Computer Game" Journal of Knowledge Information Technology and Systems 13.6 pp.779-787 (2018) : 779.
Chang, Jae-Khun. Game Variation Technology according to the Emotion of Game Player in Computer Game. 2018; 13(6), 779-787. Available from: doi:10.34163/jkits.2018.13.6.014
Chang, Jae-Khun. "Game Variation Technology according to the Emotion of Game Player in Computer Game" Journal of Knowledge Information Technology and Systems 13, no.6 (2018) : 779-787.doi: 10.34163/jkits.2018.13.6.014
Chang, Jae-Khun. Game Variation Technology according to the Emotion of Game Player in Computer Game. Journal of Knowledge Information Technology and Systems, 13(6), 779-787. doi: 10.34163/jkits.2018.13.6.014
Chang, Jae-Khun. Game Variation Technology according to the Emotion of Game Player in Computer Game. Journal of Knowledge Information Technology and Systems. 2018; 13(6) 779-787. doi: 10.34163/jkits.2018.13.6.014
Chang, Jae-Khun. Game Variation Technology according to the Emotion of Game Player in Computer Game. 2018; 13(6), 779-787. Available from: doi:10.34163/jkits.2018.13.6.014
Chang, Jae-Khun. "Game Variation Technology according to the Emotion of Game Player in Computer Game" Journal of Knowledge Information Technology and Systems 13, no.6 (2018) : 779-787.doi: 10.34163/jkits.2018.13.6.014