4 research outputs found
Experience-driven procedural content generation (extended abstract)
Procedural content generation is an increasingly
important area of technology within modern human-computer
interaction with direct applications in digital games, the semantic
web, and interface, media and software design. The personalization
of experience via the modeling of the user, coupled with the
appropriate adjustment of the content according to user needs
and preferences are important steps towards effective and meaningful
content generation. This paper introduces a framework for
procedural content generation driven by computational models of
user experience we name Experience-Driven Procedural Content
Generation. While the framework is generic and applicable to
various subareas of human computer interaction, we employ
games as an indicative example of content-intensive software that
enables rich forms of interaction.The research was supported, in part, by the FP7 ICT projects
C2Learn (318480) and iLearnRW (318803).peer-reviewe
Grounding truth via ordinal annotation
The question of how to best annotate affect within
available content has been a milestone challenge for affective
computing. Appropriate methods and tools addressing that question
can provide better estimations of the ground truth which, in
turn, may lead to more efficient affect detection and more reliable
models of affect. This paper introduces a rank-based real-time
annotation tool, we name AffectRank, and compares it against the
popular rating-based real-time FeelTrace tool through a proofof-
concept video annotation experiment. Results obtained suggest
that the rank-based (ordinal) annotation approach proposed
yields significantly higher inter-rater reliability and, thereby,
approximation of the underlying ground truth. The key findings
of the paper demonstrate that the current dominant practice
in continuous affect annotation via rating-based labeling is
detrimental to advancements in the field of affective computing.The authors would like to thank all annotators that participated
in the reported experiments. We would also like to
thank Gary Hili and Ryan Abela for providing access to the
Eryi dataset. The work is supported, in part, by the EU-funded
FP7 ICT iLearnRW project (project no: 318803).peer-reviewe
The platformer experience dataset
Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization.peer-reviewe
To rank or to classify? Annotating stress for reliable PTSD profiling
In this paper we profile the stress responses of
patients diagnosed with post-traumatic stress disorder (PTSD)
to individual events in the game-based PTSD stress inoculation
and exposure virtual environment StartleMart. Thirteen veterans
suffering from PTSD play the game while we record their skin
conductance. Game logs are used to identify individual events,
and continuous decomposition analysis is applied to the skin
conductance signals to derive event-related stress responses. The
extracted skin conductance features from this analysis are used
to profile each individual player in terms of stress response. We
observe a large degree of variation across the 13 veterans which
further validates the idiosyncratic nature of PTSD physiological
manifestations. Further to game data and skin conductance
signals we ask PTSD patients to indicate the most stressful
event experienced (class-based annotation) and also compare the
stress level of all events in a pairwise preference manner (rankbased
annotation).We compare the two annotation stress schemes
by correlating the self-reports to individual event-based stress
manifestations. The self-reports collected through class-based
annotation exhibit no correlation to physiological responses,
whereas, the pairwise preferences yield significant correlations
to all skin conductance features extracted via continuous decomposition
analysis. The core findings of the paper suggest
that reporting of stress preferences across events yields more
reliable data that capture aspects of the stress experienced and
that features extracted from skin conductance via continuous
decomposition analysis offer appropriate predictors of stress
manifestation across PTSD patients.This research was supported by the Danish Council for
Technology and Innovation and by the EU funded FP7 ICT
iLearnRW project (project no: 318803). We thank the PTSD
patients who chose to support our research with their participation.peer-reviewe