Erik Geslin

Erik Geslin
Noroff · IM Interactive Media

Doctor of Engineering
Associate Professor at Noroff University Norway. Director of the CNAP "Center for Non-Anthropocentrique Play research".

About

13
Publications
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Citations
Introduction
My research interests concern human-computer interaction (HCI), User Experience (UX), in Video Games (VG) and Virtual Reality (VR). Currently my work explores new Emotional Artificial Intelligence (AI) concepts to help the users focused naturally on narrative stimuli experience in VR. I also work on Emotional Autonomous Agents for VG and VR. Previously, I have explored how emotions affects people’s immersion and feeling of Presence in VR.
Additional affiliations
September 2014 - May 2015
Laval University
Position
  • Post Doctoral UX Emotion design, Affective computing researcher

Publications

Publications (13)
Article
Full-text available
Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and...
Article
Full-text available
Few studies have examined the impact of prior video gaming experience on the stress experienced while immersed in a virtual environment. Our hypothesis was that prior experience with immersive video games could reduce the stressful impact of a virtual environment. We compared emotions in gamers and non-gamers after an immersion in a 3-D environment...
Article
Full-text available
Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that they seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry exceeds that of the film industry, the field of inducting emotions through video games and v...
Thesis
Full-text available
The fields of virtual reality and video games summon the emotional issues in their respective goals of presence and flow area. However the question of methodologies for inducing emotions in virtual environments in these mediums has not yet been widely questioned. After defining what emotions are in the philosophical, as in psychologist and physiolo...
Conference Paper
Full-text available
Less emotional arousal in HMD for Hardcore Gamers! Our results suggest that the level of fear of non-video game players is higher than players in a Virtual Environment inducing Fear broadcast with an HMD (Head Mounted Display). We develop a schematic illustration of presence, including emotions as one of its determinants. Keywords: emotion, presenc...
Article
Full-text available
Numerous studies have shown how the confinement period linked to the health situation of COVID-19 (SARS-CoV2) has been psychologically destructive for many people. These psychological disorders are generally linked to confinement and isolation. At the same time, virtual reality tools are becoming more popular, the level of immersion in cheap HMD (H...
Conference Paper
Full-text available
In this paper, we argue in favour of using an immersive Virtual Environment (VE) in order to improve human capabilities. We develop this idea in order to advance the potential of VEs in enhancing humans. Training with VEs has proven in some cases to be more efficient than training in real world situations in terms of the reduction of time consumpti...
Conference Paper
Improving the expressiveness of virtual humans is essential for qualitative interactions and development of an emotional bond. It is certainly indicated for all applications using the user's cognitive processes, such as applications dedicated to training or health. Our study aims to contribute to the design of an expressive virtual human, by identi...
Article
Full-text available
Empathy is a multifaceted emotional and mental faculty that is often found to be affected in a great number of psychopathologies, including schizophrenia, yet it remains very difficult to measure in an ecological context. The challenge stems partly from the complexity and fluidity of this social process, but also from its covert nature. A powerful...
Conference Paper
Full-text available
Empathy is a complex mental faculty, as defined by the ability to recognize and share the emotions that are experienced by others (Decety & Jackson, 2004). The study of the consequences of observing pain by other subjects, allows the study of empathy. A physiological marker is the sign of an identified emotional activity. Research combining multipl...
Technical Report
Full-text available
This circumplex Model allowed game Designer to create emotions environments by the use of chromatic and brightness control as by the use of movements and spaces.
Conference Paper
Our course provides a study of philosophy, psychology and physiology of the emotions. Since ancient times emotions have been treated philosophically by Plato, Confucius, Descartes and Spinoza, then, in the 19th century Darwin and James study the most scientifically studied and it is in the light of modern science and technology invasive brain that...
Article
Full-text available
"WiiMedia" is a study using the WiiRemote, a new consumer video game controller from Nintendo's, for media art, pedagogical applications, scientific research and innovative unprecedented entertainment systems. Normally, consumer hardwares, like standard controllers of new video game platforms, are closed to public developers. The Nintendo's WiiRemo...

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Projects

Projects (2)
Project
Abstract Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and compassion. In games framework with narrative context, designers frequently use cinema movies methods, like cinematic non-interactive Cutscenes. These methods temporarily exclude the player from interactivity to leave his first viewpoint view and move the camera focusing on the narrative stimuli. Cutscenes were used abundantly and are now rejected, the new development wave is often trying to develop in a “zero cinematic” way. For the same reason, cinematics are also not usable in new Virtual Reality. If VR games and simulations provides a high level of presence, VR environments needs certain rules related in particular to the continuation of free will and the avoidance of possible Break in Presence. We propose in this paper a concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player's attention. This will lead players to focus on the narrative stimuli. Our research studies the impact of the use of Bernardo Agents Emotional Avatars involving n = 51 users. The statistical analysis of the results shows a significant difference in the narrative perception of the stimuli and in Presence, correlated to the use of Agents Bernardo. Overall, our emotional Agent Bernardo is a unique concept for increasing the perception of narrative stimuli in virtual environments using HMD, and may be useful in all virtual environments using an emotional narrative process.