Due to the diversity of studies towards detection of affective state of a user, it is hard to distinguish amongst them toward specific needs. Our approach consists in realizing a comparative study taking in account specificities such as mobility to be able to choose the best settings for a specific set of constraints. These issues will be applied in the context of the PLUG project which aims at creating an ubiquitous affective game that will take place in a museum. © 2009 Springer.
CITATION STYLE
Gros, S., Dupire, J., & Natkin, S. (2009). Affective interaction: Challenges at the ubiquitous computing times. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5709 LNCS, pp. 331–332). https://doi.org/10.1007/978-3-642-04052-8_56
Mendeley helps you to discover research relevant for your work.