5,829 research outputs found
Affective Classication of Gaming Activities Coming From RPG Gaming Sessions
Each human activity involves feelings and subjective emotions: different people will perform and sense the same task with different outcomes and experience; to understand this experience, concepts like Flow or Boredom must be investigated using objective data provided by methods like electroencephalography. This work carries on the analysis of EEG data coming from brain-computer interface and videogame "Neverwinter Nights 2": we propose an experimental methodology comparing results coming from different off-the-shelf machine learning techniques, employed on the gaming activities, to check if each affective state corresponds to the hypothesis xed in their formal design guidelines
Enhancing video game performance through an individualized biocybernetic system
Biocybernetic systems are physiological software systems that explicitly utilize physiological signals to control or adapt software functionality (Pope et al., 1995.) These systems have tremendous potential for innovation in human computer interaction by using physiological signals to infer a user\u27s emotional and mental states (Allanson & Fairclough, 2004; Fairclough, 2008). Nevertheless, development of these systems has been ultimately hindered by two fundamental challenges. First, these systems make generalizations about physiological indicators of cognitive states across populations when, in fact, relationships between physiological responses and cognitive states are specific to each individual (Andreassi, 2006). Second, they often employ largely inconsistent retrospective techniques to subjectively infer user\u27s mental state (Fairclough, 2008).
An individualized biocybernetic system was developed to address the fundamental challenges of biocybernetic research. This system was used to adapt video game difficulty through real-time classifications of physiological responses to subjective appraisals. A study was conducted to determine the system\u27s ability to improve player\u27s performance. The results provide evidence of significant task performance increase and higher attained task difficulty when players interacted with the game using the system than without. This work offers researchers with an alternative method for software adaptation by conforming to the individual characteristics of each user
Dynamic Difficulty: A Player Perspective
Video games are a major source of entertainment and is starting to be studied in detail. However, video games very so widely throughout the industry that it is difficult to see what makes games more popular. One of the most important aspects of video games is difficulty and it can drastically change the response the game gets. Through reading previous studies conducted on difficulty in video games a research question was formed: What do video game players want in games in terms of difficulty? A survey was created and conducted to peer into the preferences of gamers and their reasons for those preferences. The need for dynamic difficulty is highlighted and supported by the findings of the survey
A taxonomy and state of the art revision on affective games
Affective Games are a sub-field of Affective Computing that tries to study how
to design videogames that are able to react to the emotions expressed by the
player, as well as provoking desired emotions to them. To achieve those goals
it is necessary to research on how to measure and detect human emotions using
a computer, and how to adapt videogames to the perceived emotions to finally
provoke them to the players. This work presents a taxonomy for research on
affective games centring on the aforementioned issues. Here we devise as well a
revision of the most relevant published works known to the authors on this area.
Finally, we analyse and discuss which important research problem are yet open
and might be tackled by future investigations in the area of Affective GamesThis work has been co-funded by the following research projects: EphemeCH (TIN2014-56494-C4-{1,4}-P) and DeepBio (TIN2017-85727-C4-3-P) by Spanish Ministry of Economy and Competitivity, under the European Regional Development Fund FEDER, and Justice Programme of the European Union (2014–2020) 723180 – RiskTrack – JUST-2015-JCOO-AG/JUST-2015-JCOO-AG-
Neural Correlates of States of User Experience in Gaming using EEG and Predictive Analytics
In this research, we will analyze EEG signals to obtain neural correlate classifications of user experience by applying predictive analytics. Boredom, flow, and anxiety are three states experienced by users interacting with a computer-based system. A within-subjects experiment was used to collect EEG data for these three states and a baseline. We will apply predictive analytics including linear regression, support vector machine, and neural networks to analyze and classify the EEG data for these three states of user experience
Characterizing player’s experience from physiological signals using fuzzy decision trees
Author manuscript, published in "IEEE Conference on Computational Intelligence and Games (CIG) 2010, Copenhagen : Denmark (2010)"In the recent years video games have enjoyed
a dramatic increase in popularity, the growing market being
echoed by a genuine interest in the academic field. With this
flourishing technological and theoretical efforts, there is need
to develop new evaluative methodologies for acknowledging
the various aspects of the player’s subjective experience, and
especially the emotional aspect. In this study, we addressed
the possibility of developing a model for assessing the player’s
enjoyment (amusement) with respect to challenge in an action
game. Our aim was to explore the viability of a generic
model for assessing emotional experience during gameplay from
physiological signals. In particular, we propose an approach
to characterize the player’s subjective experience in different
psychological levels of enjoyment from physiological signals
using fuzzy decision trees.In the recent years video games have enjoyed
a dramatic increase in popularity, the growing market being
echoed by a genuine interest in the academic field. With this
flourishing technological and theoretical efforts, there is need
to develop new evaluative methodologies for acknowledging
the various aspects of the player’s subjective experience, and
especially the emotional aspect. In this study, we addressed
the possibility of developing a model for assessing the player’s
enjoyment (amusement) with respect to challenge in an action
game. Our aim was to explore the viability of a generic
model for assessing emotional experience during gameplay from
physiological signals. In particular, we propose an approach
to characterize the player’s subjective experience in different
psychological levels of enjoyment from physiological signals
using fuzzy decision trees
Evaluation of an adaptive game that uses EEG measures validated during the design process as inputs to a Biocybernetic Loop
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed
Affective level design for a role-playing videogame evaluated by a brain\u2013computer interface and machine learning methods
Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the player experience, concepts like flow or boredom mental states require formalization and empirical investigation, taking advantage of the objective data that psychophysiological methods like electroencephalography (EEG) can provide. This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. An empirical investigation with a brain\u2013computer interface headset has been conducted: by extracting numerical data features, machine learning techniques classify the different activities of the gaming sessions (task and events) to verify if their design differentiation coincides with the affective one. The observed results, also supported by subjective questionnaires data, confirm the goodness of the proposed guidelines, suggesting that this evaluation methodology could be extended to other evaluation tasks
- …