TY - GEN
T1 - Intelligent user interfaces in digital games for empowerment and inclusion
AU - Sabouret, Nicolas
AU - Schuller, Björn
AU - Paletta, Lucas
AU - Marchi, Erik
AU - Jones, Hazaël
AU - Youssef, Atef Ben
PY - 2015/11/16
Y1 - 2015/11/16
N2 - In the context of the development of Serious Games, this position paper sheds light on their possible use to support and enhance social inclusion through the presentation of three research projects in this domain. We first describe the context of our works and research. We then report on several events joining the scientific community that focused on the research on Digital Games for Empowerment and Inclusion. Last, we propose some results of our experience in this domain. The presented work particularly highlights the importance of user-centered design in interdisciplinary cooperation with psychologists, sociologists, vulnerable end users and the practitioners. We stress the relevance of progress beyond the state-of-the-art in recently focused areas of AI, such as, in computational theory-of-mind, in affective multimodal computing, in learning of socio-emotional skills, and in recovery of human attention processes. Typical examples are given to illustrate the projects' research results.
AB - In the context of the development of Serious Games, this position paper sheds light on their possible use to support and enhance social inclusion through the presentation of three research projects in this domain. We first describe the context of our works and research. We then report on several events joining the scientific community that focused on the research on Digital Games for Empowerment and Inclusion. Last, we propose some results of our experience in this domain. The presented work particularly highlights the importance of user-centered design in interdisciplinary cooperation with psychologists, sociologists, vulnerable end users and the practitioners. We stress the relevance of progress beyond the state-of-the-art in recently focused areas of AI, such as, in computational theory-of-mind, in affective multimodal computing, in learning of socio-emotional skills, and in recovery of human attention processes. Typical examples are given to illustrate the projects' research results.
KW - Digital games
KW - Empowerment
KW - Inclusion
KW - Intelligent user interfaces
KW - Serious games
UR - http://www.scopus.com/inward/record.url?scp=84979776419&partnerID=8YFLogxK
U2 - 10.1145/2832932.2832949
DO - 10.1145/2832932.2832949
M3 - Conference contribution
AN - SCOPUS:84979776419
T3 - ACM International Conference Proceeding Series
BT - ACE 2015 - 12th Advances in Computer Entertainment Technology Conference, Proceedings
PB - Association for Computing Machinery
T2 - 12th Advances in Computer Entertainment Technology Conference, ACE 2015
Y2 - 16 November 2015 through 19 November 2015
ER -