참고문헌
- Bauckhage, C., Kersting, K., Sifa, R., Thurau, C., Drachen, A., & Canossa, A. How players lose interest in playing a game: An empirical study based on distributions of total playing times. In Computational Intelligence and Games (CIG), September, pp.139-146, 2012.
- Isbister, K., & Schaffer, N. Game usability: Advancing the player experience. CRC Press. 2008
- Lang, P. J. The emotion probe: Studies of motivation and attention.American psychologist, 50(5), pp.372, 1995. https://doi.org/10.1037/0003-066X.50.5.372
- Sanchez, J. L. G., Vela, F. L. G., Simarro, F. M., & Padilla-Zea, N. . Playability: analysing user experience in video games. Behaviour & Information Technology, 31(10), pp.1033-1054, 2012 https://doi.org/10.1080/0144929X.2012.710648
- Po-Ming Lee, Wei-Hsuan Tsui, and Tzu-Chien Hsiao, A Low-C Scalable Solution for Monitoring Affective State of Students in E-learning Environment Using Mouse and Keystroke Data. Springer-Verlag Berlin Heidelberg. pp. 679-680. 2012.
- K. H. Kim, S. W. Bang, S. R. Kim, Emotion recognition system using short-term monitoring of physiological signals. Med. Biol. Eng. Comput. 2004, pp.419-427. 2004.
- Ji-Hun Lee, A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - , Journal of Korea Game Society, Vol. 9, No. 6, 2009.
- Bo-Mee Yoo, Seoung-Ho Ryu, A Case Study of the Mod: a Developmental Perspective in Game Development Process - Focusing on Customer Involvement - ,Journal of Korea Game Society, Vol. 9, No. 1, 2009.
- Del Viva MM, Punzi G, Benedetti D Information and Perception of Meaningful Patterns. PLoS ONE 8(7): e69154. 2013. https://doi.org/10.1371/journal.pone.0069154
- Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., & Fuller, T. User-centered design in games. The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, pp.883-906, 2003.
- DAOJINFAN, YU SUN, Analysis of Innovation Behavior Impact Based on Repeated Game. IEEE. Tianjin University of Technology. 2013.
- El-Nasr, M. S., Drachen, A., & Canossa, A. Game analytics: Maximizing the value of player data, Springer, 2013.
- Canossa, A., Drachen, A., & Sorensen, J. R. M. (2011, June). Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration. In Proceedings of the 6th International Conference on Foundations of Digital Games. ACM, June, pp. 61-68, 2011.
- Drachen, A., Thurau, C., Sifa, R., & Bauckhage, C. A comparison of methods for player clustering via behavioral telemetry, 2013.
- Kennerly, D. Better game design through data mining. Gamasutra, August, pp.15, 2003.
- Zoeller, G. Game development telemetry. In Proceedings of the Game Developers Conference, 2010.
- Iftikhar Ahmed Khan, Osman Khalid, Waqas Jadoon, Rafi Us Shan, Abdul Nasir Khan, Predicting Programmers' Personality via Interaction Behaviour with Keyboard & Mouse. PeerJ COMSATS Institute of Information Technology. 2015.
- Caitlin Mills, Nigel Bosch, Art Graesser ,Sidney D'Mello, To Quit or Not to Quit: Predicting Future Behavioral Disengagement from Reading Patterns. Springer International Publishing Switzerland 2014. S. Trausan-Matu et al. (Eds.), LNCS 8474, pp. 19-28, 2014.
- Lisa M.Vizer, LinaZhou, AndrewSears, Automated stress detection using keystroke and linguistic features: An exploratory study. Int. J. Human-Computer Studies 67. pp. 870-886. 2009. https://doi.org/10.1016/j.ijhcs.2009.07.005
- Po-Ming Lee, Wei-Hsuan Tsui, Tzu-Chien Hsiao, The Influence of Emotion on Keyboard Typing: An Experimental Study Using Auditory Stimuli. PLOS ONE l DOI:10.1371/journal.pone.0129056. 2015.
- YoungBin Kim, Shin Jin Kang, SangHyeok Lee, Jang Young Jung, Hyeong Ryeol Kam, Jung Lee, YoungSun Kim, Joonsoo Lee, Chang Hun Kim, Efficiently detecting outlying behavior in video-game players. PeerJ reviewing PDF l (2015:06:5577:2:0:NEW 23 Nov. 2015.
- Cootes, T. F., Edwards, G. J., & Taylor, C. J. Active appearance models. IEEE Transactions on pattern analysis and machine intelligence,23(6), pp.681-685, 2001. https://doi.org/10.1109/34.927467
- Bradski, G. The opencv library. Doctor Dobbs Journal, 25(11), pp.120-126, 2000.
- Karthigayan, M., Rizon, M., Nagarajan, R., & Yaacob, S. Genetic algorithm and neural network for face emotion recognition. Affective Computing, pp.57-68, 2008.
- http://www.emotionlab.se/resources/kdef
- Chang, C. C., & Lin, C. J. LIBSVM: a library for support vector machines. ACM Transactions on Intelligent Systems and Technology (TIST),2(3), pp.27, 2011.