1,691 research outputs found
Bestial boredom: a biological perspective on animal boredom and suggestions for its scientific investigation
Boredom is likely to have adaptive value in motivating exploration and learning, and many animals may possess the basic neurological mechanisms to support it. Chronic inescapable boredom can be extremely aversive, and understimulation can harm neural, cognitive and behavioural flexibility. Wild and domesticated animals are at particular risk in captivity, which is often spatially and temporally monotonous. Yet biological research into boredom has barely begun, despite having important implications for animal welfare, the evolution of motivation and cognition, and for human dysfunction at individual and societal levels. Here I aim to facilitate hypotheses about how monotony affects behaviour and physiology, so that boredom can be objectively studied by ethologists and other scientists. I cover valence (pleasantness) and arousal (wakefulness) qualities of boredom, because both can be measured, and I suggest boredom includes suboptimal arousal and aversion to monotony. Because the suboptimal arousal during boredom is aversive, individuals will resist low arousal. Thus, behavioural indicators of boredom will, seemingly paradoxically, include signs of increasing drowsiness, alongside bouts of restlessness, avoidance and sensation-seeking behaviour. Valence and arousal are not, however, sufficient to fully describe boredom. For example, human boredom is further characterized by a perception that time âdragsâ, and this effect of monotony on time perception can too be behaviourally assayed in animals. Sleep disruption and some abnormal behaviour may also be caused by boredom. Ethological research into this emotional phenomenon will deepen understanding of its causes, development, function and evolution, and will enable evidence-based interventions to mitigate human and animal boredom
Understanding learning within a commercial video game: A case study
There has been an increasing interest in the debate on the value and
relevance using video games for learning. Some of the interest stems from
frustration with current educational methods. However, some of this interest
also stems from the observations of large numbers of children that play video
games. This paper finds that children can learn basic construction skills from
playing a video game called World of Goo. The study also employed novel
eye-tracking technology to measure endogenous eye blinks and eye gaze
fixations. Measures of both these indicators of cognitive processing further
suggested that children in the study learned to play the two video games, World
of Goo and Bad Piggies. Overall, the results of the study provide further
support of the potential for children to learn by playing commercial video
games
Exploiting physiological changes during the flow experience for assessing virtual-reality game design.
Immersive experiences are considered the principal attraction of video games. Achieving a healthy balance between the game's demands and the user's skills is a particularly challenging goal. However, it is a coveted outcome, as it gives rise to the flow experience â a mental state of deep concentration and game engagement. When this balance fractures, the player may experience considerable disinclination to continue playing, which may be a product of anxiety or boredom. Thus, being able to predict manifestations of these psychological states in video game players is essential for understanding player motivation and designing better games. To this end, we build on earlier work to evaluate flow dynamics from a physiological perspective using a custom video game. Although advancements in this area are growing, there has been little consideration given to the interpersonal characteristics that may influence the expression of the flow experience. In this thesis, two angles are introduced that remain poorly understood. First, the investigation is contextualized in the virtual reality domain, a technology that putatively amplifies affective experiences, yet is still insufficiently addressed in the flow literature. Second, a novel analysis setup is proposed, whereby the recorded physiological responses and psychometric self-ratings are combined to assess the effectiveness of our game's design in a series of experiments. The analysis workflow employed heart rate and eye blink variability, and electroencephalography (EEG) as objective assessment measures of the game's impact, and self-reports as subjective assessment measures. These inputs were submitted to a clustering method, cross-referencing the membership of the observations with self-report ratings of the players they originated from. Next, this information was used to effectively inform specialized decoders of the flow state from the physiological responses. This approach successfully enabled classifiers to operate at high accuracy rates in all our studies. Furthermore, we addressed the compression of medium-resolution EEG sensors to a minimal set required to decode flow. Overall, our findings suggest that the approaches employed in this thesis have wide applicability and potential for improving game designing practices
The symphony of team flow in virtual teams : using artificial intelligence for its recognition and promotion
More and more teams are collaborating virtually across the globe, and the COVID-19 pandemic has further encouraged the dissemination of virtual teamwork. However, there are challenges for virtual teams â such as reduced informal communication â with implications for team effectiveness. Team flow is a concept with high potential for promoting team effectiveness, however its measurement and promotion are challenging.
Traditional team flow measurements rely on self-report questionnaires that require interrupting the team process. Approaches in artificial intelligence, i.e., machine learning, offer methods to identify an algorithm based on behavioral and sensor data that is able to identify team flow and its dynamics over time without interrupting the process. Thus, in this article we present an approach to identify team flow in virtual teams, using machine learning methods. First of all, based on a literature review, we provide a model of team
flow characteristics, composed of characteristics that are shared with individual flow and characteristics that are unique for team flow. It is argued that those characteristics that are unique for team flow are represented by the concept of collective communication. Based on that, we present physiological and behavioral correlates of team flow which are suitable â but not limited to â being assessed in virtual teams and which can be used
as input data for a machine learning system to assess team flow in real time. Finally, we suggest interventions to support team flow that can be implemented in real time, in virtual environments and controlled by artificial intelligence. This article thus contributes to finding indicators and dynamics of team flow in virtual teams, to stimulate future research and to promote team effectiveness
Proficiency-aware systems
In an increasingly digital world, technological developments such as data-driven algorithms and context-aware applications create opportunities for novel human-computer interaction (HCI). We argue that these systems have the latent potential to stimulate users and encourage personal growth. However, users increasingly rely on the intelligence of interactive systems. Thus, it remains a challenge to design for proficiency awareness, essentially demanding increased user attention whilst preserving user engagement. Designing and implementing systems that allow users to become aware of their own proficiency and encourage them to recognize learning benefits is the primary goal of this research.
In this thesis, we introduce the concept of proficiency-aware systems as one solution. In our definition, proficiency-aware systems use estimates of the user's proficiency to tailor the interaction in a domain and facilitate a reflective understanding for this proficiency. We envision that proficiency-aware systems leverage collected data for learning benefit. Here, we see self-reflection as a key for users to become aware of necessary efforts to advance their proficiency.
A key challenge for proficiency-aware systems is the fact that users often have a different self-perception of their proficiency. The benefits of personal growth and advancing one's repertoire might not necessarily be apparent to users, alienating them, and possibly leading to abandoning the system. To tackle this challenge, this work does not rely on learning strategies but rather focuses on the capabilities of interactive systems to provide users with the necessary means to reflect on their proficiency, such as showing calculated text difficulty to a newspaper editor or visualizing muscle activity to a passionate sportsperson.
We first elaborate on how proficiency can be detected and quantified in the context of interactive systems using physiological sensing technologies. Through developing interaction scenarios, we demonstrate the feasibility of gaze- and electromyography-based proficiency-aware systems by utilizing machine learning algorithms that can estimate users' proficiency levels for stationary vision-dominant tasks (reading, information intake) and dynamic manual tasks (playing instruments, fitness exercises).
Secondly, we show how to facilitate proficiency awareness for users, including design challenges on when and how to communicate proficiency. We complement this second part by highlighting the necessity of toolkits for sensing modalities to enable the implementation of proficiency-aware systems for a wide audience.
In this thesis, we contribute a definition of proficiency-aware systems, which we illustrate by designing and implementing interactive systems. We derive technical requirements for real-time, objective proficiency assessment and identify design qualities of communicating proficiency through user reflection. We summarize our findings in a set of design and engineering guidelines for proficiency awareness in interactive systems, highlighting that proficiency feedback makes performance interpretable for the user.In einer zunehmend digitalen Welt schaffen technologische Entwicklungen - wie datengesteuerte Algorithmen und kontextabhĂ€ngige Anwendungen - neuartige Interaktionsmöglichkeiten mit digitalen GerĂ€ten. Jedoch verlassen sich Nutzer oftmals auf die Intelligenz dieser Systeme, ohne dabei selbst auf eine persönliche Weiterentwicklung hinzuwirken. Wird ein solches Vorgehen angestrebt, verlangt dies seitens der Anwender eine erhöhte Aufmerksamkeit. Es ist daher herausfordernd, ein entsprechendes Design fĂŒr Kompetenzbewusstsein (Proficiency Awareness) zu etablieren. Das primĂ€re Ziel dieser Arbeit ist es, eine Methodik fĂŒr das Design und die Implementierung von interaktiven Systemen aufzustellen, die Nutzer dabei unterstĂŒtzen ĂŒber ihre eigene Kompetenz zu reflektieren, um dadurch Lerneffekte implizit wahrnehmen können.
Diese Arbeit stellt ein Konzept fĂŒr fĂ€higkeitsbewusste Systeme (proficiency-aware systems) vor, welche die FĂ€higkeiten von Nutzern abschĂ€tzen, die Interaktion entsprechend anpassen sowie das Bewusstsein der Nutzer ĂŒber deren FĂ€higkeiten fördern. Hierzu sollten die Systeme gesammelte Daten von Nutzern einsetzen, um Lerneffekte sichtbar zu machen. Die Möglichkeit der Anwender zur Selbstreflexion ist hierbei als entscheidend anzusehen, um als Motivation zur Verbesserung der eigenen FĂ€higkeiten zu dienen.
Eine zentrale Herausforderung solcher Systeme ist die Tatsache, dass Nutzer - im Vergleich zur AbschĂ€tzung des Systems - oft eine divergierende Selbstwahrnehmung ihrer Kompetenz haben. Im ersten Moment sind daher die Vorteile einer persönlichen Weiterentwicklung nicht unbedingt ersichtlich. Daher baut diese Forschungsarbeit nicht darauf auf, Nutzer ĂŒber vorgegebene Lernstrategien zu unterrichten, sondern sie bedient sich der Möglichkeiten interaktiver Systeme, die Anwendern die notwendigen Hilfsmittel zur VerfĂŒgung stellen, damit diese selbst ĂŒber ihre FĂ€higkeiten reflektieren können. Einem Zeitungseditor könnte beispielsweise die aktuelle Textschwierigkeit angezeigt werden, wĂ€hrend einem passionierten Sportler dessen MuskelaktivitĂ€t veranschaulicht wird.
ZunĂ€chst wird herausgearbeitet, wie sich die FĂ€higkeiten der Nutzer mittels physiologischer Sensortechnologien erkennen und quantifizieren lassen. Die Evaluation von Interaktionsszenarien demonstriert die Umsetzbarkeit fĂ€higkeitsbewusster Systeme, basierend auf der Analyse von Blickbewegungen und MuskelaktivitĂ€t. Hierbei kommen Algorithmen des maschinellen Lernens zum Einsatz, die das Leistungsniveau der Anwender fĂŒr verschiedene TĂ€tigkeiten berechnen. Im Besonderen analysieren wir stationĂ€re AktivitĂ€ten, die hauptsĂ€chlich den Sehsinn ansprechen (Lesen, Aufnahme von Informationen), sowie dynamische BetĂ€tigungen, die die Motorik der Nutzer fordern (Spielen von Instrumenten, FitnessĂŒbungen). Der zweite Teil zeigt auf, wie Systeme das Bewusstsein der Anwender fĂŒr deren eigene FĂ€higkeiten fördern können, einschlieĂlich der Designherausforderungen , wann und wie das System erkannte FĂ€higkeiten kommunizieren sollte. AbschlieĂend wird die Notwendigkeit von Toolkits fĂŒr Sensortechnologien hervorgehoben, um die Implementierung derartiger Systeme fĂŒr ein breites Publikum zu ermöglichen.
Die Forschungsarbeit beinhaltet eine Definition fĂŒr fĂ€higkeitsbewusste Systeme und veranschaulicht dieses Konzept durch den Entwurf und die Implementierung interaktiver Systeme. Ferner werden technische Anforderungen objektiver EchtzeitabschĂ€tzung von NutzerfĂ€higkeiten erforscht und DesignqualitĂ€ten fĂŒr die Kommunikation dieser AbschĂ€tzungen mittels Selbstreflexion identifiziert. Zusammengefasst sind die Erkenntnisse in einer Reihe von Design- und Entwicklungsrichtlinien fĂŒr derartige Systeme. Insbesondere die Kommunikation, der vom System erkannten Kompetenz, hilft Anwendern, die eigene Leistung zu interpretieren
Preferences, emotions, and visual attention in the first-person shooter game experience
First-person shooter (FPS) games are one of the most popular yet notorious genres of digital games. They contain visceral emotional content and require intense visual attention from players, leading some people to appreciate and others to resent these types of games. This thesis investigated individual differences in the game experience of FPS games by exploring how preferences for violent game dynamics (e.g., preferences for shooting, killing, and exploding) affect playersâ emotions and perceptions of curiosity, vitality, and self-efficacy. In addition, the thesis explored how visual attention skills affect the viewing of FPS games as indexed by viewersâ eye movements.
In Study I, the role of visual attention skills in viewing FPS gameplay videos was explored. The results showed that viewersâ eye movements tended to progress from a diffuse scanning mode towards a more focal and central viewing mode as time passed. Visual qualities and saliency of events also guided eye movements. Individual differences in visual attention skills (namely, the ability to track multiple objects, perform a visual search for targets, and to see rapidly appearing serial targets) were related to what was attended to in the screen. The role of visual attention skills on eye movements was more prominent during visually distinct events. In sum, the results showed that specific visual attention skills predicted eye movement patterns during FPS gameplay video viewing.
Study II explored whether game dynamics preferences and emotion-related responses to an FPS game are connected. Participantsâ heart rate, electrodermal activity, and electric activity of facial muscles were recorded as indexes of emotion-related responses both during playing (active participation) and gameplay video viewing (passive watching). The participants also rated their level of experienced arousal and valence. The results showed that there were individual differences in physiological emotion-related responses as a function of dynamics preferences, especially in measures of physiological arousal. Those who liked violent dynamics showed a rather stable level of physiological arousal state both when playing and when viewing the game. In contrast, participants who disliked violent dynamics showed an overall higher level of physiological arousal during playing than when viewing, and the level of arousal increased across time in both conditions. The results on facial muscle activity likewise showed that activity differed between people who liked versus disliked violent dynamics. However, the results were somewhat conflicting: those who liked violent game dynamics showed a steep increase in the activity of the corrugator supercilii muscle, an index of negative valence. Instead, those who disliked the dynamics showed less increase in corrugator supercilii activity. The dynamics preferences did not affect self-reported emotional valence or arousal. Thus, the results highlight that game dynamics preferences were associated with physiological signals, although they may not be a straightforward index of emotions in a gaming context.
In Study III, associations between game dynamics preferences and self-reported experiences of vitality, self-efficacy, and curiosity were explored both in association with life in general and with playing an FPS video game. The results showed that players who were neutral or mildly positive towards violent content experienced stable levels of vitality, curiosity, and emotional valence both in life in general and when playing. They also experienced a slight decline in self-efficacy in the playing context. Conversely, those who disliked violent dynamics experienced a clear decline in all of these measures in the playing context. Thus, game dynamics preferences were connected with wider experiential reflections related to playing.
Overall, the results of all three studies showed why there is individual variation in the playing experience: players and viewers have differing skills and preferences. These skills and preferences affect how players and viewers pay attention to the game, and what kind of emotional reactions and experiences they have. This is valuable for understanding the psychological outcomes of FPS games, as well as why people hold differing opinions about these types of games. Likewise, the results have importance for game design, as they show that players respond in different ways to game contents. Thus, it may be fruitful to personalize and tailor game contents based on playersâ preferences and visual attention skills.Mieltymykset, tunteet ja nÀönvarainen tarkkaavuus ensimmĂ€isen persoonan ammuntapelien pelikokemuksessa
EnsimmÀisen persoonan ammuntapelit (FPS-pelit) ovat sekÀ yksi suosituimmista ettÀ pahamaineisimmista digitaalisten pelien genreistÀ. Ne sisÀltÀvÀt voimakasta tunnepitoista sisÀltöÀ ja vaativat ÀÀrimmÀistÀ nÀönvaraista tarkkaavuutta. NÀiden seikkojen takia toiset arvostavat ja toiset paheksuvat kyseisiÀ pelejÀ. TÀssÀ vÀitöskirjassa tutkittiin yksilöllisiÀ eroja FPS-pelien pelikokemuksessa selvittÀmÀllÀ, kuinka mieltymykset vÀkivaltaisiin pelidynamiikkoihin (esimerkiksi mieltymykset ampumiseen, tappamiseen ja rÀjÀyttÀmiseen) vaikuttavat pelaajien tunnetiloihin ja kokemuksiin uteliaisuudesta, elinvoimaisuudesta ja minÀpystyvyydestÀ. TÀmÀn lisÀksi vÀitöskirjassa tutkittiin silmÀnliikkeitÀ tarkastelemalla kuinka nÀönvaraisen tarkkaavuuden taidot ovat yhteydessÀ FPS-pelivideoiden katseluun.
Tutkimuksessa I tarkasteltiin, miten nÀönvaraisen tarkkaavuuden taidot vaikuttavat FPS-pelivideoiden katseluun. Tutkimuksessa havaittiin, ettÀ silmÀnliikkeet etenivÀt laajemmasta ja hajaantuneemmasta silmÀilystÀ kohti pinta-alaltaan pienempÀÀ ja lÀhempÀnÀ nÀytön keskustaa olevaa aluetta. LisÀksi erilaisten pelitapahtumien visuaaliset ominaisuudet ja huomiota herÀttÀvyys suuntasivat silmÀnliikkeitÀ. Yksilölliset erot nÀönvaraisen tarkkaavuuden taidoissa (tÀssÀ tutkimuksessa taidot seurata useita liikkuvia kohteita, etsiÀ kohteita ja nÀhdÀ nopeasti perÀkkÀin ilmestyviÀ kohteita) olivat yhteydessÀ siihen, miten katselija tarkasteli pelinÀkymÀÀ. NÀönvaraisen tarkkaavuuden taitojen yhteys silmÀnliikkeisiin tuli esiin etenkin visuaalisesti toisistaan erottuvien pelitapahtumien aikana. Yhteenvetona tutkimuksen tulokset osoittivat, ettÀ tietyt nÀönvaraisen tarkkaavuuden taidot ennustavat silmÀnliikkeitÀ FPS-pelivideon katselun aikana.
Tutkimuksessa II selvitettiin, ovatko pelidynamiikkamieltymykset ja FPS-peliin liittyvÀt tunnereaktiot yhteydessÀ toisiinsa. Tutkimukseen osallistujien sykettÀ, ihon sÀhkönjohtavuutta ja kasvolihasten sÀhköistÀ aktiivisuutta mitattiin indikaatioina tunnereaktioista sekÀ pelaamisen (aktiivinen osallistuminen) ettÀ pelivideon katselun (passiivinen tarkkailu) aikana. Osallistujat myös arvioivat oman tunnetilansa koettua virittÀvyyttÀ ja valenssia. Tulokset osoittivat, ettÀ yksilöiden vÀlillÀ oli eroja fysiologisissa tunteisiin liittyvissÀ reaktioissa riippuen siitÀ, millaiset pelidynamiikkamieltymykset heillÀ oli. TÀmÀ nÀkyi erityisesti fysiologisissa autonomisen hermoston tilaa kuvaavissa mittareissa. VÀkivaltaisista dynamiikoista pitÀvillÀ osallistujilla oli suhteellisen tasainen fysiologisen aktivaation taso sekÀ pelatessa ettÀ pelivideota katsellessa. Sen sijaan niillÀ osallistujilla jotka eivÀt pitÀneet vÀkivaltaisista dynamiikoista oli kaiken kaikkiaan korkeampi fysiologisen aktivaation taso pelatessa kuin pelivideota katsellessa, ja aktivaation taso kasvoi ajan kuluessa molemmissa tilanteissa. Kasvojen lihasten sÀhköiseen toimintaan liittyvÀt tulokset niin ikÀÀn osoittivat, ettÀ vÀkivaltaisista dynamiikoista pitÀvien ja niitÀ vieroksuvien henkilöiden vÀlillÀ oli eroja. Tulokset olivat kuitenkin jossain mÀÀrin ristiriitaisia: vÀkivaltaisista dynamiikoista pitÀvillÀ osallistujilla negatiivista valenssia indikoiva corrugator supercilii -lihaksen aktiivisuus lisÀÀntyi ajan kuluessa huomattavasti. Sen sijaan osallistujilla jotka eivÀt pitÀneet vÀkivaltaisista dynamiikoista corrugator supercilii -lihaksen aktiivisuuden lisÀÀntyminen oli lievempÀÀ. Pelidynamiikkamieltymykset eivÀt olleet yhteydessÀ osallistujien omiin arvioihin tunnekokemuksen virittÀvyydestÀ ja valenssista. TÀten tulokset osoittivat, ettÀ pelidynamiikkamieltymykset olivat yhteydessÀ fysiologisiin vasteisiin, mutta niitÀ ei voida kÀyttÀÀ tÀysin mutkattomina mittareina tunteista pelikontekstissa.
Tutkimuksessa III tarkasteltiin pelidynamiikkamieltymysten yhteyttÀ uteliaisuuden, elinvoimaisuuden ja minÀpystyvyyden kokemuksiin elÀmÀssÀ ylipÀÀtÀÀn ja FPS-pelin pelaamiseen liittyen. Tutkimuksessa havaittiin, ettÀ uteliaisuus, elinvoimaisuus ja tunteen valenssi olivat samankaltaiset sekÀ elÀmÀssÀ ylipÀÀtÀÀn ettÀ pelatessa mikÀli pelaaja suhtautui vÀkivaltaisiin dynamiikkoihin neutraalisti tai jonkin verran positiivisesti. TÀllaisilla pelaajilla minÀpystyvyys oli kuitenkin jonkin verran alhaisempi pelitilanteessa verrattuna elÀmÀÀn ylipÀÀtÀÀn. Sen sijaan pelaajat jotka eivÀt pitÀneet vÀkivaltaisista dynamiikoista arvioivat kaikkien nÀiden kokemusten olevan selvÀsti huonompia pelatessa. Pelidynamiikkamieltymykset olivat siis yhteydessÀ laajempiin reflektiivisiin kokemuksiin pelaamisesta.
VÀitöstutkimuksen tulokset auttavat ymmÀrtÀmÀÀn, miksi pelikokemuksessa on yksilöllistÀ vaihtelua: pelaajat ja katsojat eroavat taidoiltaan ja mieltymyksiltÀÀn. NÀmÀ taidot ja mieltymykset ovat yhteydessÀ siihen, millÀ tavoin pelaajat ja katselijat kiinnittÀvÀt huomiota peliin ja minkÀlaisia tunnereaktioita ja kokemuksia heillÀ on. NÀiden seikkojen huomioiminen on tÀrkeÀÀ FPS-pelien psykologisten vaikutusten ja peleihin liittyvien eriÀvien mielipiteiden ymmÀrtÀmiseksi. Tuloksilla on lisÀksi merkitystÀ pelisuunnittelulle, sillÀ ne osoittavat, ettÀ pelaajat reagoivat eri tavoin pelisisÀltöihin. TÀmÀn vuoksi voisi olla hyödyllistÀ muovata pelisisÀltöjÀ yksilöllisesti pelaajien mieltymysten ja nÀönvaraisen tarkkaavuuden taitojen mukaan
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