10,531 research outputs found
Affective games:a multimodal classification system
Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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-
The experience-driven perspective
Ultimately, content is generated for the player. But so far, our algorithms
have not taken specific players into account. Creating computational models of a
player’s behaviour, preferences, or skills is called player modelling. With a model
of the player, we can create algorithms that create content specifically tailored to
that player. The experience-driven perspective on procedural content generation provides
a framework for content generation based on player modelling; one of the most
important ways of doing this is to use a player model in the evaluation function for
search-based PCG. This chapter discusses different ways of collecting and encoding
data about the player, primarily player experience, and ways of modelling this data.
It also gives examples of different ways in which such models can be used.peer-reviewe
The Personalization Paradox: the Conflict between Accurate User Models and Personalized Adaptive Systems
Personalized adaptation technology has been adopted in a wide range of
digital applications such as health, training and education, e-commerce and
entertainment. Personalization systems typically build a user model, aiming to
characterize the user at hand, and then use this model to personalize the
interaction. Personalization and user modeling, however, are often
intrinsically at odds with each other (a fact some times referred to as the
personalization paradox). In this paper, we take a closer look at this
personalization paradox, and identify two ways in which it might manifest:
feedback loops and moving targets. To illustrate these issues, we report
results in the domain of personalized exergames (videogames for physical
exercise), and describe our early steps to address some of the issues arisen by
the personalization paradox.Comment: arXiv admin note: substantial text overlap with arXiv:2101.1002
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