A framework for the manipulation of video game elements using the player's biometric data

Detalhes bibliográficos
Autor(a) principal: Manuel César Bessa Seixas
Data de Publicação: 2016
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://repositorio-aberto.up.pt/handle/10216/85230
Resumo: The following dissertation focuses on the use of several biometric signals produced by the human being (in this specific case, the player) to manipulate several elements present in a game. These elements are composed by the game mechanics, soundtrack, visual assets, enemies and NPCs' artificial intelligence, dialogues and narrative sequences.To do such, this work presents a framework for the development of a supporting structure meant for games that wish to use this type of interaction mechanism as well as the implementation of a prototype using the said framework.
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spelling A framework for the manipulation of video game elements using the player's biometric dataOutras ciências da engenharia e tecnologiasOther engineering and technologiesThe following dissertation focuses on the use of several biometric signals produced by the human being (in this specific case, the player) to manipulate several elements present in a game. These elements are composed by the game mechanics, soundtrack, visual assets, enemies and NPCs' artificial intelligence, dialogues and narrative sequences.To do such, this work presents a framework for the development of a supporting structure meant for games that wish to use this type of interaction mechanism as well as the implementation of a prototype using the said framework.2016-07-152016-07-15T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/zipapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/85230TID:201311976engManuel César Bessa Seixasinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T12:36:41Zoai:repositorio-aberto.up.pt:10216/85230Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:23:27.454802Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv A framework for the manipulation of video game elements using the player's biometric data
title A framework for the manipulation of video game elements using the player's biometric data
spellingShingle A framework for the manipulation of video game elements using the player's biometric data
Manuel César Bessa Seixas
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short A framework for the manipulation of video game elements using the player's biometric data
title_full A framework for the manipulation of video game elements using the player's biometric data
title_fullStr A framework for the manipulation of video game elements using the player's biometric data
title_full_unstemmed A framework for the manipulation of video game elements using the player's biometric data
title_sort A framework for the manipulation of video game elements using the player's biometric data
author Manuel César Bessa Seixas
author_facet Manuel César Bessa Seixas
author_role author
dc.contributor.author.fl_str_mv Manuel César Bessa Seixas
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description The following dissertation focuses on the use of several biometric signals produced by the human being (in this specific case, the player) to manipulate several elements present in a game. These elements are composed by the game mechanics, soundtrack, visual assets, enemies and NPCs' artificial intelligence, dialogues and narrative sequences.To do such, this work presents a framework for the development of a supporting structure meant for games that wish to use this type of interaction mechanism as well as the implementation of a prototype using the said framework.
publishDate 2016
dc.date.none.fl_str_mv 2016-07-15
2016-07-15T00:00:00Z
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status_str publishedVersion
dc.identifier.uri.fl_str_mv https://repositorio-aberto.up.pt/handle/10216/85230
TID:201311976
url https://repositorio-aberto.up.pt/handle/10216/85230
identifier_str_mv TID:201311976
dc.language.iso.fl_str_mv eng
language eng
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