Guest editorial: Introduction to the special issue on modern control for computer games

IEEE Trans Cybern. 2013 Dec;43(6):1516-8. doi: 10.1109/TCYB.2013.2283551.

Abstract

A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.

Publication types

  • Editorial

MeSH terms

  • Biofeedback, Psychology / methods*
  • Biofeedback, Psychology / physiology*
  • Bionics
  • Feedback*
  • Game Theory*
  • Humans
  • Man-Machine Systems*
  • User-Computer Interface*
  • Video Games*