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What is Electrooculography (EOG)

Handbook of Research on Gamification Dynamics and User Experience Design
A technique for measuring the corneo-retinal standing potential that exists between the front and the back of the human eye.
Published in Chapter:
Affective Serious Games for GLAMs Institutions
Eirini Kalatha (Department of Cultural Technology and Communication, University of the Aegean, Greece) and George Caridakis (Department of Cultural Technology and Communication, University of the Aegean, Greece)
DOI: 10.4018/978-1-6684-4291-3.ch020
Abstract
Serious games (SGs), which support the player to achieve learning targets and engage in learning activities through a fun experience, have been a flourishing field of research over the last decades. Their dual role as an educational and entertainment tool contributes to their widespread adoption and dissemination. Emotions play a key role in SGs and can be used in various ways to improve a player's experience and their learning outcomes or even contribute to a holistic UX evaluation. Even though SGs have several applications in the cultural heritage (CH) field and GLAMs (galleries, libraries, archives, and museums) institutions to improve their services, their impact has not been adequately studied. This chapter focuses on affective SGs and their use in GLAM institutions to contribute to improving their services. A review of SGs and aspects related to the integration of affective computing (AC) for developing affective SGs are also presented.
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