6 CONCLUSION AND FUTURE
WORK
A concept for a framework was presented that uses
affective computing to adapt exergames to the emo-
tional states of the players. This should increase and
maintain engagement and motivation in the long term
and sustainably. During the development of the con-
cept different requirements were considered. This
has resulted in a conceptual framework that includes
a combination of game-based concepts, mechanisms
for personalization, sensor technology and affective
computing. The information of the latter two directly
influences the gameplay of the exergame.
Currently, the concept is being implemented with
movements of the limbs and will be evaluated with
elderly people. The aim is to evaluate whether athletic
abilities are increased by using the system. The user
experience of the system will also be evaluated.
To this end, games are currently being imple-
mented that are controlled by movement and are in-
tended to generate different emotions. A benchmark
database of emotions will then be created based on
these games. Subsequently, the artificial intelligence
can be trained to recognize the different emotions
based on the physiological data. A final test will eval-
uate the user experience and check whether the ex-
ergames react appropriately to the emotions.
ACKNOWLEDGEMENT
The authors would like to thank the students Carina
Fischer, Emily Hossfeld, Marie Kutscher and Geral-
dine Sutter for their contributions and the prelimi-
nary programming of a 2D jump’n’run game in their
project report using elements of emotion recognition
and stress detection.
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