This thesis presents the details of the PhD study carried out in partnership with the Virtual Human Dynamics Laboratory (VirtHuLab) and the Computational Physiology and Biomedical Systems (ComPBioS) of the University of Florence. Moreover, the Intelligent Computer Entertainment Lab (ICE-Lab) of Ritsumeikan University, Japan and the Virtual Embodiment Artificial Intelligence Lab of Chung-Ang University, Korea, have contributed to the research. This project covers a wide range of topics from both Computer science and Bioengineering, such as Artificial Intelligence, Facial Emotion Recognition (FER), Cloud-based systems, Eye-tracking, and Electrocardiography (ECG). It is finally integrated into Psychological science fields such as Game psychology, Human-computer interaction, and Motivation. This study also consists of 8 main chapters, each focusing on a specific aspect of Video Games on the human center.

A Cross-Cultural Multimodal Emotion Recognition in Video Gaming: Exploring Gaming Motivation / Mustafa Can Gursesli. - (2025).

A Cross-Cultural Multimodal Emotion Recognition in Video Gaming: Exploring Gaming Motivation

Mustafa Can Gursesli
2025

Abstract

This thesis presents the details of the PhD study carried out in partnership with the Virtual Human Dynamics Laboratory (VirtHuLab) and the Computational Physiology and Biomedical Systems (ComPBioS) of the University of Florence. Moreover, the Intelligent Computer Entertainment Lab (ICE-Lab) of Ritsumeikan University, Japan and the Virtual Embodiment Artificial Intelligence Lab of Chung-Ang University, Korea, have contributed to the research. This project covers a wide range of topics from both Computer science and Bioengineering, such as Artificial Intelligence, Facial Emotion Recognition (FER), Cloud-based systems, Eye-tracking, and Electrocardiography (ECG). It is finally integrated into Psychological science fields such as Game psychology, Human-computer interaction, and Motivation. This study also consists of 8 main chapters, each focusing on a specific aspect of Video Games on the human center.
2025
Andrea Guazzini, Franco Bagnoli, Antonio Lanata
TURCHIA
Mustafa Can Gursesli
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Utilizza questo identificatore per citare o creare un link a questa risorsa: https://hdl.handle.net/2158/1425652
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