2 research outputs found

    Affective gaming using adaptive speed controlled by biofeedback

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    This work is part of a larger project exploring how affective computing can support the design of player-adaptive video games. We investigate how controlling some of the game mechanics using biofeedback affects physiological reactions, performance, and the experience of the player. More specifically, we assess how different game speeds affect player physiological responses and game performance. We developed a game prototype with Unity1 which includes a biofeedback loop system based on the level of physiological activation through skin resistance (SKR) measured with a smart wristband. In two conditions, the player moving speed was driven by SKR, to increase (respectively decrease) speed when the player is less activated (SKR decreases). A control condition was also used where player speed is not affected by SKR. We collected and synchronized biosignals (heart rate [HR], skin temperature [SKT] and SKR), and game information, such as the total time to complete a level, the number of ennemy collisions, and their timestamps. Additionally, emotional profiling (TIPI, I-Panas-SF), measured using a Likert scale in a post-task questionnaire, and semi-open questions about the game experience were used. The results show that SKR was significantly higher in the speed down condition, and game performance improved in the speed up condition. Study collected data involved 13 participants (10 males, 3 females) aged from 18 to 50 (M = 24.30, SD = 9.00). Most of the participants felt engaged with the game (M = 6.46, SD = 0.96) and their level of immersion was not affected by wearing the prototype smartband. Thematic analysis (TA) revealed that the game speed impacted the participants stress levels such as high speed was more stressful than hypothesized; many participants described game level-specific effects in which they felt that their speed of movement reflected their level of stress or relaxation. Slowing down the participants indeed increased the participant stress levels, but counter intuitively, more stress was detected in high speed situations

    Influence of Music on Perceived Emotions in Film

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    Film music plays a core role in film production and reception as it not only contributes to the film aesthetics and creativity, but it also affects viewers' experience and enjoyment. Film music composers often aim to serve the film narrative, immerse viewers into the setting and story, convey clues, and importantly, act on their emotions. Yet, how film music influences viewers is still misunderstood. We conducted a perceptual study to analyse the impact of music on the perception of emotions in film. We developed an online interface for time-based emotion annotation of audio/video media clips based on the Valence/Arousal (VA) two-dimensional model. Participants reported their perceived emotions over time in the VA space for three media conditions: film scene presented without sound (video only), film music presented without video (audio only), and film scene with accompanying music and sound effects (both video and audio modalities). 16 film clips were selected covering four clips for each of four genres (action & drama, romance, comedy, and horror). 38 participants completed the study (12 females and 26 males from many countries, average age: 28.9). Density scatter plots are used to visualise the spread of emotion ratings in the VA space and differences across media conditions and film clips. Results from linear mixed effect models show significant effects of the audiovisual media condition and film genre on VA ratings, in line with previous results by Parke et al. [1]. Perceived VA ratings across media conditions follow an almost linear relationship with an increase in strength in the following order: film alone, film with music/sound, music alone. We illustrate this effect by plotting the VA rating centre of mass across conditions. VA ratings for the film-alone condition are closer to the origin of the space compared to the two other media conditions, indicating that the inclusion of music yields stronger emotions (higher VA ratings). Certain individual factors (musical ability, familiarity, preference) also seem to impact the perception of arousal and valence while viewing films. Our online emotion annotation interface was on overall well received and suggestions to improve the display of reference emotion tags are discussed
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