38 research outputs found

    Predicting video game players’ fun from physiological and behavioural data : one algorithm does not fit all

    Get PDF
    Finding a physiological signature of a player’s fun is a goal yet to be achieved in the field of adaptive gaming. The research presented in this paper tackles this issue by gathering physiological, behavioural and self-report data from over 200 participants who played off-the-shelf video games from the Assassin’s Creed series within a minimally invasive laboratory environment. By leveraging machine learning techniques the prediction of the player’s fun from its physiological and behavioural markers becomes a possibility. They provide clues as to which signals are the most relevant in establishing a physiological signature of the fun factor by providing an important score based on the predictive power of each signal. Identifying those markers and their impact will prove crucial in the development of adaptive video games. Adaptive games tailor their gameplay to the affective state of a player in order to deliver the optimal gaming experience. Indeed, an adaptive video game needs a continuous reading of the fun level to be able to respond to these changing fun levels in real time. While the predictive power of the presented classifier remains limited with a gain in the F1 score of 15% against random chance, it brings insight as to which physiological features might be the most informative for further analysis and discuss means by which low accuracy classification could still improve gaming experience

    Psychophysiology in games

    Get PDF
    Psychophysiology is the study of the relationship between psychology and its physiological manifestations. That relationship is of particular importance for both game design and ultimately gameplaying. Players’ psychophysiology offers a gateway towards a better understanding of playing behavior and experience. That knowledge can, in turn, be beneficial for the player as it allows designers to make better games for them; either explicitly by altering the game during play or implicitly during the game design process. This chapter argues for the importance of physiology for the investigation of player affect in games, reviews the current state of the art in sensor technology and outlines the key phases for the application of psychophysiology in games.The work is supported, in part, by the EU-funded FP7 ICT iLearnRWproject (project no: 318803).peer-reviewe

    Observing Virtual Arms that You Imagine Are Yours Increases the Galvanic Skin Response to an Unexpected Threat

    Get PDF
    Multi-modal visuo-tactile stimulation of the type performed in the rubber hand illusion can induce the brain to temporarily incorporate external objects into the body image. In this study we show that audio-visual stimulation combined with mental imagery more rapidly elicits an elevated physiological response (skin conductance) after an unexpected threat to a virtual limb, compared to audio-visual stimulation alone. Two groups of subjects seated in front of a monitor watched a first-person perspective view of slow movements of two virtual arms intercepting virtual balls rolling towards the viewer. One group was instructed to simply observe the movements of the two virtual arms, while the other group was instructed to observe the virtual arms and imagine that the arms were their own. After 84 seconds the right virtual arm was unexpectedly “stabbed” by a knife and began “bleeding”. This aversive stimulus caused both groups to show a significant increase in skin conductance. In addition, the observation-with-imagery group showed a significantly higher skin conductance (p<0.05) than the observation-only group over a 2-second period shortly after the aversive stimulus onset. No corresponding change was found in subjects' heart rates. Our results suggest that simple visual input combined with mental imagery may induce the brain to measurably temporarily incorporate external objects into its body image

    Advanced Biometric Technologies: Emerging Scenarios and Research Trends

    Get PDF
    Biometric systems are the ensemble of devices, procedures, and algorithms for the automatic recognition of individuals by means of their physiological or behavioral characteristics. Although biometric systems are traditionally used in high-security applications, recent advancements are enabling the application of these systems in less-constrained conditions with non-ideal samples and with real-time performance. Consequently, biometric technologies are being increasingly used in a wide variety of emerging application scenarios, including public infrastructures, e-government, humanitarian services, and user-centric applications. This chapter introduces recent biometric technologies, reviews emerging scenarios for biometric recognition, and discusses research trends

    Leptin levels are suppressed in primary aldosteronism

    No full text
    Primary aldosteronism is associated with hypertension secondary to salt and water retention, hypokalemia and impaired insulin secretion with glucose intolerance in some patients. The secretion of leptin, a hormone produced by adipocytes, may be altered by reduced insulin secretion in primary aldosteronism. We measured plasma leptin approximately 3 months before and 3 months after curing of primary aldosteronism in 18 patients (12 male, 6 female, body mass index 29.1 +/- 4.4, mean +/- SD). Patients were treated by unilateral laparoscopic adrenalectomy to remove an aldosterone-producing adenoma. There was a 46% postoperative increase in plasma leptin concentrations from 6.65 +/- 0.81 to 9.68 +/- 1.50 ng/ml (P = 0.004), despite a non-significant fall in body mass index. Plasma leptin was noted to increase after adrenalectomy in 16 of the 18 patients. The patients also had improved blood pressure and a significant increase in plasma potassium post-operatively. It is proposed that increased insulin secretory capacity associated with correction of negative potassium balance may account for the increase in plasma leptin after curing primary aldosteronism. Further studies are indicated to identify the mechanism of plasma leptin suppression in primary aldosteronism

    Evaluating Eyegaze Targeting to Improve Mouse Pointing for Radiology Tasks

    No full text
    In current radiologists’ workstations, a scroll mouse is typically used as the primary input device for navigating image slices and conducting operations on an image. Radiological analysis and diagnosis rely on careful observation and annotation of medical images. During analysis of 3D MRI and CT volumes, thousands of mouse clicks are performed everyday, which can cause wrist fatigue. This paper presents a dynamic control-to-display (C-D) gain mouse movement method, controlled by an eyegaze tracker as the target predictor. By adjusting the C-D gain according to the distance to the target, the mouse click targeting time is reduced. Our theoretical and experimental studies show that the mouse movement time to a known target can be reduced by up to 15%. We also present an experiment with 12 participants to evaluate the role of eyegaze targeting in the realistic situation of unknown target positions. These results indicate that using eyegaze to predict the target position, the dynamic C-D gain method can improve pointing performance by 8% and reduce the error rate over traditional mouse movement

    Experiencing the Affective Diary

    No full text
    A diary is generally considered to be a book in which one keeps a regular record of events and experiences that have some personal significance. As such, it provides a useful means to privately express inner thoughts or to reflect on daily experiences, helping in either case to put them in perspective. Taking conventional diary keeping as our starting point, we have designed and built a digital diary, named Affective Diary, with which users can scribble their notes, but that also allows for bodily memorabilia to be recorded from body sensors and mobile media to be collected from users’ mobile phones. A premise that underlies the presented work is one that views our bodily experiences as integral to how we come to interpret and thus make sense of the world. We present our investigations into this design space in three related lines of inquiry: (1) a theoretical grounding for affect and bodily experiences; (2) a user-centred design process, arriving at the Affective Diary system; and (3) an exploratory end-user study of the Affective Diary with 4 users during several weeks of use. Through these three inquiries, our overall aim has been to explore the potential of a system that interleaves the physical and cultural features of our embodied experiences and to further examine what media-specific qualities such a design might incorporate. Concerning the media-specific qualities, the key appears to be to find a suitable balance where a system does not dictate what should be interpreted and, at the same time, lends itself to enabling the user to participate in the interpretive act. In the exploratory end-user study users, for the most part, were able to identify with the body memorabilia and together with the mobile data, it enabled them to remember and reflect on their past. Two of our subjects went even further and found patterns in their own bodily reactions that caused them to learn something about themselves and even attempt to alter their own behaviours
    corecore