{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,11,19]],"date-time":"2025-11-19T11:33:22Z","timestamp":1763552002226,"version":"build-2065373602"},"reference-count":90,"publisher":"MDPI AG","issue":"11","license":[{"start":{"date-parts":[[2019,5,31]],"date-time":"2019-05-31T00:00:00Z","timestamp":1559260800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Sensors"],"abstract":"<jats:p>In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.<\/jats:p>","DOI":"10.3390\/s19112509","type":"journal-article","created":{"date-parts":[[2019,5,31]],"date-time":"2019-05-31T11:59:56Z","timestamp":1559303996000},"page":"2509","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":34,"title":["Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants"],"prefix":"10.3390","volume":"19","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-8182-4225","authenticated-orcid":false,"given":"Grzegorz J.","family":"Nalepa","sequence":"first","affiliation":[{"name":"AGH University of Science and Technology, 30-059 Krakow, Poland"},{"name":"Jagiellonian University, 31-007 Krakow, Poland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-5453-9763","authenticated-orcid":false,"given":"Krzysztof","family":"Kutt","sequence":"additional","affiliation":[{"name":"AGH University of Science and Technology, 30-059 Krakow, Poland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-7540-3662","authenticated-orcid":false,"given":"Barbara","family":"Gi\u017cycka","sequence":"additional","affiliation":[{"name":"AGH University of Science and Technology, 30-059 Krakow, Poland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-5962-4043","authenticated-orcid":false,"given":"Pawe\u0142","family":"Jemio\u0142o","sequence":"additional","affiliation":[{"name":"AGH University of Science and Technology, 30-059 Krakow, Poland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-6350-8405","authenticated-orcid":false,"given":"Szymon","family":"Bobek","sequence":"additional","affiliation":[{"name":"AGH University of Science and Technology, 30-059 Krakow, Poland"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2019,5,31]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Picard, R.W. 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