There are important cultural differences in emotions that can be predicted and connected to each other in the light of cultural and artistic expressions. The main differences reflected at the affective space are expressed through initial response tendencies of appraisal and action readiness. Capturing and handling the emotions during artistic activities could be used as a dominant source of information to acquire and augment the cultural expression and maximize the emotional impact to the audience. This paper presents a novel EEG-based game-like application, to learn and handle affective states and transitions towards augmented artistic expression. According to the game scenario, the user has to reach and sustain one or more target affective states based on the level of the game, the difficulty setting and his/her current affective state. The game, although at its first version, has been demonstrated to a small group of potential users and has received positive feedback. Its use by a wider audience is anticipated within the realization of the i-Treasure FP7 EU Programme (2013-2017).
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Charisis, V., Hadjidimitriou, S., Hadjileontiadis, L., U Ğ Urca, D., & Yilmaz, E. (2015). Emoactivity -an EEG-based gamified emotion HCI for augmented artistic expression: The i-treasures paradigm. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9178, pp. 29–40). Springer Verlag. https://doi.org/10.1007/978-3-319-20687-5_4