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Sundstedt, Veronica
Publications (10 of 24) Show all publications
Jerčić, P. & Sundstedt, V. (2019). Practicing Emotion-Regulation Through Biofeedback on the Decision-Making Performance in the Context of Serious Games: a Systematic Review. Entertainment Computing, 29, 75-86
Open this publication in new window or tab >>Practicing Emotion-Regulation Through Biofeedback on the Decision-Making Performance in the Context of Serious Games: a Systematic Review
2019 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 29, p. 75-86Article in journal (Refereed) Published
Abstract [en]

Evidence shows that emotions critically influence human decision-making. Therefore, emotion-regulation using biofeedback has been extensively investigated. Nevertheless, serious games have emerged as a valuable tool for such investigations set in the decision-making context. This review sets out to investigate the scientific evidence regarding the effects of practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games. A systematic search of five electronic databases (Scopus, Web of Science, IEEE, PubMed Central, Science Direct), followed by the author and snowballing investigation, was conducted from a publication's year of inception to October 2018. The search identified 16 randomized controlled experiment/quasi-experiment studies that quantitatively assessed the performance on decision-making tasks in serious games, involving students, military, and brain-injured participants. It was found that the participants who raised awareness of emotions and increased the skill of emotion-regulation were able to successfully regulate their arousal, which resulted in better decision performance, reaction time, and attention scores on the decision-making tasks. It is suggested that serious games provide an effective platform validated through the evaluative and playtesting studies, that supports the acquisition of the emotion-regulation skill through the direct (visual) and indirect (gameplay) biofeedback presentation on decision-making tasks.

Place, publisher, year, edition, pages
Elsevier, 2019
Keywords
serious games, emotions, affect, biofeedback, emotion-regulation, decision-making
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-17580 (URN)10.1016/j.entcom.2019.01.001 (DOI)000458213700008 ()
Note

open access

Available from: 2019-02-05 Created: 2019-02-05 Last updated: 2019-03-04Bibliographically approved
Chu, T. M., Zepernick, H.-J. & Sundstedt, V. (2018). Analysis of Variance of Opinion Scores for MPEG-4 Scalable and Advanced Video Coding. In: Wysocki, TA Wysocki, BJ (Ed.), 2018 12TH INTERNATIONAL CONFERENCE ON SIGNAL PROCESSING AND COMMUNICATION SYSTEMS (ICSPCS): . Paper presented at 12th International Conference on Signal Processing and Communication Systems (ICSPCS), Cairns,DEC 17-19. IEEE
Open this publication in new window or tab >>Analysis of Variance of Opinion Scores for MPEG-4 Scalable and Advanced Video Coding
2018 (English)In: 2018 12TH INTERNATIONAL CONFERENCE ON SIGNAL PROCESSING AND COMMUNICATION SYSTEMS (ICSPCS) / [ed] Wysocki, TA Wysocki, BJ, IEEE , 2018Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we conduct an analysis of variance (ANOVA) on opinion scores for MPEG-4 scalable video coding (SVC) and advanced video coding (AVC) standards. This work resorts on a publicly available database providing opinion scores from subjective experiments for several scenarios such as different bit rates and resolutions. In particular, ANOVA is used for statistical hypothesis testing to compare two or more sets of opinion scores instead of being constrained to pairs of sets of opinion scores as would be the case for t-tests. As the ANOVA tests of the different scenarios are performed for mean opinion scores (MOS), box plots are also provided in order to assess the distribution of the opinion scores around the median. It is shown that the opinion scores given to the reference videos in SVC and AVC for different resolutions are statistically significantly similar regardless of the content. Further, for the opinion scores of the considered database, the ANOVA tests support the hypothesis that AVC generally outperforms SVC although the performance difference may be less pronounced for higher bit rates. This work also shows that additional insights on the results of subjective experiments can be obtained by extending the analysis of opinion scores beyond MOS to ANOVA tests and box plots.

Place, publisher, year, edition, pages
IEEE, 2018
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-17694 (URN)000458665600006 ()
Conference
12th International Conference on Signal Processing and Communication Systems (ICSPCS), Cairns,DEC 17-19
Funder
Knowledge Foundation, 20170056
Available from: 2019-03-07 Created: 2019-03-07 Last updated: 2019-04-05Bibliographically approved
Santos, B. S., Dischler, J. M., Adzhiev, V., Anderson, E. F., Ferko, A., Fryazinov, O., . . . Zara, J. (2018). Distinctive Approaches to Computer Graphics Education. Computer graphics forum (Print), 7(1), 403-412
Open this publication in new window or tab >>Distinctive Approaches to Computer Graphics Education
Show others...
2018 (English)In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 7, no 1, p. 403-412Article in journal (Refereed) Published
Abstract [en]

This paper presents the latest advances and research in Computer Graphics education in a nutshell. It is concerned with topics that were presented at the Education Track of the Eurographics Conference held in Lisbon in 2016. We describe works corresponding to approaches to Computer Graphics education that are unconventional in some way and attempt to tackle unsolved problems and challenges regarding the role of arts in computer graphics education, the role of research-oriented activities in undergraduate education and the interaction among different areas of Computer Graphics, as well as their application to courses or extra-curricular activities. We present related works addressing these topics and report experiences, successes and issues in implementing the approaches. © 2017 The Eurographics Association and John Wiley & Sons Ltd.

Place, publisher, year, edition, pages
Blackwell Publishing Ltd, 2018
Keywords
Computer graphics education, K.3.2 [Computers and Education]: Computer and Information Science Education-Computer science education, Curriculum, Education, Education computing, Computer and information science educations, Related works, Undergraduate education, Unsolved problems, Computer graphics
National Category
Other Computer and Information Science Pedagogy
Identifiers
urn:nbn:se:bth-15385 (URN)10.1111/cgf.13305 (DOI)000426151300030 ()2-s2.0-85031087146 (Scopus ID)
Available from: 2017-10-27 Created: 2017-10-27 Last updated: 2018-03-23Bibliographically approved
Hu, Y. & Sundstedt, V. (2018). Exploring Biometrics as an Evaluation Technique for Digital Game Addiction Prevention. Journal of Behavioral Addictions, 7, 15-15
Open this publication in new window or tab >>Exploring Biometrics as an Evaluation Technique for Digital Game Addiction Prevention
2018 (English)In: Journal of Behavioral Addictions, ISSN 2062-5871, E-ISSN 2063-5303, Vol. 7, p. 15-15Article in journal, Meeting abstract (Other academic) Published
Place, publisher, year, edition, pages
AKADEMIAI KIADO RT, 2018
National Category
Social Psychology Other Computer and Information Science
Identifiers
urn:nbn:se:bth-16167 (URN)000430549500026 ()
Available from: 2018-05-11 Created: 2018-05-11 Last updated: 2018-05-14Bibliographically approved
Jerčić, P., Wen, W., Hagelbäck, J. & Sundstedt, V. (2018). The Effect of Emotions and Social Behavior on Performance in a Collaborative Serious Game Between Humans and Autonomous Robots. International Journal of Social Robotics, 10(1), 115-129
Open this publication in new window or tab >>The Effect of Emotions and Social Behavior on Performance in a Collaborative Serious Game Between Humans and Autonomous Robots
2018 (English)In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, no 1, p. 115-129Article in journal (Refereed) Published
Abstract [en]

The aim of this paper is to investigate performance in a collaborative human–robot interaction on a shared serious game task. Furthermore, the effect of elicited emotions and perceived social behavior categories on players’ performance will be investigated. The participants collaboratively played a turn-taking version of the Tower of Hanoi serious game, together with the human and robot collaborators. The elicited emotions were analyzed in regards to the arousal and valence variables, computed from the Geneva Emotion Wheel questionnaire. Moreover, the perceived social behavior categories were obtained from analyzing and grouping replies to the Interactive Experiences and Trust and Respect questionnaires. It was found that the results did not show a statistically significant difference in participants’ performance between the human or robot collaborators. Moreover, all of the collaborators elicited similar emotions, where the human collaborator was perceived as more credible and socially present than the robot one. It is suggested that using robot collaborators might be as efficient as using human ones, in the context of serious game collaborative tasks.

Place, publisher, year, edition, pages
Springer, 2018
Keywords
Autonomous robots, Serious games, Collaborative play, Social interaction, Robot-assisted play, Emotions
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15541 (URN)10.1007/s12369-017-0437-4 (DOI)000423152900008 ()
Projects
PsyIntEC
Funder
EU, FP7, Seventh Framework Programme, FP7-ICT-231143
Note

open access

Available from: 2017-11-28 Created: 2017-11-28 Last updated: 2019-01-30Bibliographically approved
Pettersson, E. & Sundstedt, V. (2017). A Perceptual Evaluation of Social Interaction with Emotes and Real-time Facial Motion Capture. In: Spencer, SN (Ed.), MIG'17: PROCEEDINGS OF THE TENTH INTERNATIONAL CONFERENCE ON MOTION IN GAMES: . Paper presented at 10th International Conference on Motion in Games (MIG),Barcelona. ACM Publications
Open this publication in new window or tab >>A Perceptual Evaluation of Social Interaction with Emotes and Real-time Facial Motion Capture
2017 (English)In: MIG'17: PROCEEDINGS OF THE TENTH INTERNATIONAL CONFERENCE ON MOTION IN GAMES / [ed] Spencer, SN, ACM Publications, 2017Conference paper, Published paper (Refereed)
Abstract [en]

Social interaction between players is an important feature in online games, where text- and voice chat is a standard way to communicate.To express emotions players can type emotes which are text-based commands to play animations from the player avatar. This paper presents a perceptual evaluation which investigates if instead expressing emotions with the face, in real-time with a web camera, is perceived more realistic and preferred in comparison to typing emote-based text commands. A user study with 24 participants was conducted where the two methods to express emotions described above were evaluated. For both methods the participants ranked the realism of facial expressions, which were based on the theory of seven universal emotions stated by American psychologist Paul Ekman: happiness, anger, fear, sadness, disgust, surprise and contempt.The participants also ranked their perceived efficiency of performing the two methods and selected the method they preferred. A significant difference was shown when analyzing the results of ranked facial expression realism. Happiness was perceived as the most realistic in both methods, while disgust and sadness were poorly rated when performed with the face. One conclusion of the perceptual evaluation was that the realism and preference between the methods showed no significant differences. However, participants had higher performance in typing with emotes. Real-time facial capture technology also needs improvements to obtain better recognition and tracking of facial features in the human face.

Place, publisher, year, edition, pages
ACM Publications, 2017
Keywords
Emotes, real-time facial motion capture, social interaction, video games, perceptual evaluation
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-15185 (URN)000455153800018 ()
Conference
10th International Conference on Motion in Games (MIG),Barcelona
Available from: 2017-09-22 Created: 2017-09-22 Last updated: 2019-06-27Bibliographically approved
Navarro, D. & Sundstedt, V. (2017). Simplifying Game Mechanics: Gaze as an Implicit Interaction Method. In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017: . Paper presented at ACM SIGGRAPH Asia 2017, Bangkok. ACM Digital Library, Article ID 132534.
Open this publication in new window or tab >>Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
2017 (English)In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, article id 132534Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
ACM Digital Library, 2017
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15750 (URN)10.1145/3145749.3149446 (DOI)978-1-4503-5406-6 (ISBN)
Conference
ACM SIGGRAPH Asia 2017, Bangkok
Available from: 2018-01-12 Created: 2018-01-12 Last updated: 2018-01-25Bibliographically approved
Sundstedt, V. (2016). A Visualisation in Games Course Curriculum. In: Eurographics (Ed.), Eurographics (Education Papers): . Paper presented at Eurographics 2016, Lisbon.
Open this publication in new window or tab >>A Visualisation in Games Course Curriculum
2016 (English)In: Eurographics (Education Papers) / [ed] Eurographics, 2016Conference paper, Published paper (Refereed)
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-12348 (URN)
Conference
Eurographics 2016, Lisbon
Available from: 2016-06-21 Created: 2016-06-21 Last updated: 2018-01-10Bibliographically approved
Lambrant, A., Luro, F. L. & Sundstedt, V. (2016). Avatar Preference Selection in Game Design Based on Color Theory. In: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception: . Paper presented at ACM SIGGRAPH Symposium on Applied Perception, Tübingen (pp. 15-18). ACM Digital Library
Open this publication in new window or tab >>Avatar Preference Selection in Game Design Based on Color Theory
2016 (English)In: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception, ACM Digital Library, 2016, p. 15-18Conference paper, Published paper (Refereed)
Abstract [en]

Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment that evaluates some basic principles of color theory applied to game objects to study if a particular combination is preferred. An experiment was conducted with 15 participants who performed a two-alternative forced choice (2AFC) preference experiment using 236 pairs of images each. The pairs were based on color harmonies derived from the colors red, green, and blue. The color harmonies were evaluated against each other and included analogous, complementary, split-complementary, triad, and warm and cool colors. A high and low saturation condition was also included. The color harmonies were applied to an existing game character (avatar) and a new object (cube) to study any potential differences in the results. The initial results show that some color harmonies, in particular triad and split-complementary, were generally preferred over others meaning that it is important to take into account these aspects in game design. Additional results also show that color harmonies with a base in green were not as popular as red and blue color harmonies.

Place, publisher, year, edition, pages
ACM Digital Library, 2016
Keywords
2AFC, character design, color harmonies, color preference, color theory, games
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-11191 (URN)10.1145/2804408.2804421 (DOI)000390305600002 ()
Conference
ACM SIGGRAPH Symposium on Applied Perception, Tübingen
Available from: 2015-12-11 Created: 2015-12-11 Last updated: 2018-01-16Bibliographically approved
Sundstedt, V., Navarro, D. & Mautner, J. (2016). Possibilities and challenges with eye tracking in video games and virtual reality applications. In: SA 2016 - SIGGRAPH ASIA 2016 Courses: . Paper presented at 2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China. Association for Computing Machinery (ACM), Article ID a17.
Open this publication in new window or tab >>Possibilities and challenges with eye tracking in video games and virtual reality applications
2016 (English)In: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, article id a17Conference paper, Published paper (Refereed)
Abstract [en]

Due to an increase in affordable, reliable and non-intrusive eye trackers the technology has recently been used by the video game industry. This course offers participants the opportunity to get an update on research and developments in gaze-based interaction techniques in combination with other sensors. The course consists of three parts: (1) a review of eye tracking analysis and interaction in video games and virtual reality applications, (2) possibilities and challenges with gaze-based interaction, and (3) lessons learned from developing a commercial video game application using eye tracking along with alternative virtual reality technologies. This course is relevant for everyone who is interested in developing games that use eye tracking as an interaction device. The content is suitable for beginners or experienced delegates who want to learn more about the state of the art and future possibilities in eye tracking combined with other sensors as interaction devices. We believe that games and virtual reality applications have just started to incorporate these new techniques and further research and developments are needed in order to evaluate novel ways to enhance gameplay.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Curricula, Eye movements, Interactive computer graphics, Stereo vision, Virtual reality, Commercial video, Eye-tracking analysis, Gaze-based interaction, Interaction devices, Research and development, State of the art, Video game industry, Virtual reality technology, Human computer interaction
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:bth-13765 (URN)10.1145/2988458.2988466 (DOI)2-s2.0-85007256789 (Scopus ID)9781450345385 (ISBN)
Conference
2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China
Available from: 2017-01-16 Created: 2017-01-16 Last updated: 2018-01-13Bibliographically approved
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