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A Scientific Look at the Design of Aesthetically and Emotionally Engaging Interactive Entertainment Experiences

2011· book-chapter· en· W2302712080 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

affAt least one author lists a Canadian institution in the pinned OpenAlex snapshot.

Bibliographic record

VenueIGI Global eBooks · 2011
Typebook-chapter
Languageen
FieldPsychology
TopicColor perception and design
Canadian institutionsSimon Fraser University
Fundersnot available
KeywordsCraftStylized factEntertainmentAffect (linguistics)AestheticsPsychologyVisual artsArtCommunication

Abstract

fetched live from OpenAlex

The interactive entertainment industry has become a multi-billion dollar industry with revenues overcoming those of the movie industry (ESA, 2009). Beyond the demand for high fidelity graphics or stylized imagery, participants in these environments have come to expect certain aesthetic and artistic qualities that engage them at a very deep emotional level. These qualities pertain to the visual aesthetic, dramatic structure, pacing, and sensory systems embedded within the experience. All these qualities are carefully crafted by the creator of the interactive experience to evoke affect. In this book chapter, the authors will attempt to discuss the design techniques developed by artists to craft such emotionally engaging experiences. In addition, they take a scientific approach whereby we discuss case studies of the use of these design techniques and experiments that attempt to validate their use in stimulating emotions.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesInsufficient payload (model declined to judge)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: Theoretical or conceptual
GenreCandidate signal: Other · Consensus signal: none
Teacher disagreement score0.779
Threshold uncertainty score0.996

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.001
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0050.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.050
GPT teacher head0.297
Teacher spread0.247 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it