14 research outputs found
The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
Emotions are thought to be one of the key factors that critically influence human decision-making. Emotion-regulation can help to mitigate emotion-related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to practicing emotion-regulation, where meaningful biofeedback information communicates player's affective states to a series of informed gameplay choices. These findings motivate the notion that in the decision context of serious games, one would benefit from awareness and regulation of such emerging emotions. This thesis explores the design and evaluation methods for creating serious games where emotion-regulation can be practiced using physiological biofeedback measures. Furthermore, it investigates emotions and the effect of emotion-regulation on decision performance in serious games. Using the psychophysiological methods in the design of such games, emotions and their underlying neural mechanism have been explored. The results showed the benefits of practicing emotion-regulation in serious games, where decision-making performance was increased for the individuals who down-regulated high levels of arousal while having an experience of positive valence. Moreover, it increased also for the individuals who received the necessary biofeedback information. The results also suggested that emotion-regulation strategies (i.e., cognitive reappraisal) are highly dependent on the serious game context. Therefore, the reappraisal strategy was shown to benefit the decision-making tasks investigated in this thesis. The results further suggested that using psychophysiological methods in emotionally arousing serious games, the interplay between sympathetic and parasympathetic pathways could be mapped through the underlying emotions which activate those two pathways. Following this conjecture, the results identified the optimal arousal level for increased performance of an individual on a decision-making task, by carefully balancing the activation of those two pathways. The investigations also validated these findings in the collaborative serious game context, where the robot collaborators were found to elicit diverse affect in their human partners, influencing performance on a decision-making task. Furthermore, the evidence suggested that arousal is equally or more important than valence for the decision-making performance, but once optimal arousal has been reached, a further increase in performance may be achieved by regulating valence. Furthermore, the results showed that serious games designed in this thesis elicited high physiological arousal and positive valence. This makes them suitable as research platforms for the investigation of how these emotions influence the activation of sympathetic and parasympathetic pathways and influence performance on a decision-making task. Taking these findings into consideration, the serious games designed in this thesis allowed for the training of cognitive reappraisal emotion-regulation strategy on the decision-making tasks. This thesis suggests that using evaluated design and development methods, it is possible to design and develop serious games that provide a helpful environment where individuals could practice emotion-regulation through raising awareness of emotions, and subsequently improve their decision-making performance
SCABIES IN WILD ANIMALES
Å ugavost je kontagiozna bolest uzrokovana ektoparazitima iz porodica Sarcoptidae , Knemidocoptidae , Psoroptidae , Demodicidae i Cheyletiellidae . Prema mjestu parazitiranja razlikujemo Å”ugarce koji parazitiraju: na koži, u koži i u vanjskom zvuko vodu. NajÄeÅ”Äi oblik Å”ugavosti koji se javlja kod divljih životinja, a i ljudi, jest sarkoptoza koju uzrokuje Å”ugarac Sarcoptes scabiei . Dva najznaÄajnija rezervoara Å”ugavosti meÄu divljim životinjama su lisica ( Vulpes vulpes L.) i divokoza ( Rupicapra rupi capra L.). Å uga je kontagiozna, kroniÄna bolest i kao takva može imati znaÄajan utjecaj na populaciju lisica i divokoza. Å uga je prisutna u cijelome svijetu i pri veÄem broju zaraženih jedinki može poprimiti karakter epidemije. Å iri se putem direktnog il i indirektnog kontakta, a ovisno o stupnju infekcije krajnji ishod bolesti može biti fatalan.Scabies is contagious disease caused by ectoparas ites from the families Sarcoptidae , Knemidocoptidae , Psoroptidae , Demodicidae and Cheyletiellidae . According to the place of parasitism we distinguish parasites that parasitize on skin, in skin and in external auditory meatus (ear canal). The most common form of scabies that occurs in wild animals, as well as humans, is sarcoptosis caused by mite Sarcoptes scabiei. Two most common reservoirs are red fox ( Vulpes vulpes L.) and chamois ( Rupicapra rupicapra L.). Scabies is contagious, chronic disease and as such can have a significant impact on fox and chamois populations. Scabies is present all over the world and large number of infected individuals can assume character of an epidemic. It is spread by direct or indirect contact, and depending on the degree of infection, the final outcome of the disease can be fatal
Design and Evaluation of Affective Serious Games for Emotion Regulation Training
Emotions are thought to be a key factor that critically influences human
decision-making. Emotion regulation can help to mitigate emotion related
decision biases and eventually lead to a better decision performance. Serious
games emerged as a new angle introducing technological methods to learning
emotion regulation, where meaningful biofeedback information displays player's
emotional state.
This thesis investigates emotions and the effect of emotion regulation on
decision performance. Furthermore, it explores design and evaluation methods
for creating serious games where emotion regulation can be learned and
practiced.
The scope of this thesis was limited to serious games for emotion regulation
training using psychophysiological methods to communicate user's affective
information. Using the psychophysiological methods, emotions and their
underlying neural mechanism have been explored. Through design and evaluation
of serious games using those methods, effects of emotion regulation have been
investigated where decision performance has been measured and analyzed. The
proposed metrics for designing and evaluating such affective serious games have
been exhaustively evaluated. The research methods used in this thesis were
based on both quantitative and qualitative aspects, with true experiment and
evaluation research, respectively.
Serious games approach to emotion regulation was investigated. The results
suggested that two different emotion regulation strategies, suppression and
cognitive reappraisal, are optimal for different decision tasks contexts. With
careful design methods, valid serious games for training those different
strategies could be produced. Moreover, using psychophysiological methods,
underlying emotion neural mechanism could be mapped to provide optimal level of
arousal for a certain task.
The results suggest that it is possible to design and develop serious game
applications that provide helpful learning environment where decision makers
could practice emotion regulation and subsequently improve their decision
making
The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
Emotions are thought to be one of the key factors that critically influence human decision-making. Emotion-regulation can help to mitigate emotion-related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to practicing emotion-regulation, where meaningful biofeedback information communicates player's affective states to a series of informed gameplay choices. These findings motivate the notion that in the decision context of serious games, one would benefit from awareness and regulation of such emerging emotions. This thesis explores the design and evaluation methods for creating serious games where emotion-regulation can be practiced using physiological biofeedback measures. Furthermore, it investigates emotions and the effect of emotion-regulation on decision performance in serious games. Using the psychophysiological methods in the design of such games, emotions and their underlying neural mechanism have been explored. The results showed the benefits of practicing emotion-regulation in serious games, where decision-making performance was increased for the individuals who down-regulated high levels of arousal while having an experience of positive valence. Moreover, it increased also for the individuals who received the necessary biofeedback information. The results also suggested that emotion-regulation strategies (i.e., cognitive reappraisal) are highly dependent on the serious game context. Therefore, the reappraisal strategy was shown to benefit the decision-making tasks investigated in this thesis. The results further suggested that using psychophysiological methods in emotionally arousing serious games, the interplay between sympathetic and parasympathetic pathways could be mapped through the underlying emotions which activate those two pathways. Following this conjecture, the results identified the optimal arousal level for increased performance of an individual on a decision-making task, by carefully balancing the activation of those two pathways. The investigations also validated these findings in the collaborative serious game context, where the robot collaborators were found to elicit diverse affect in their human partners, influencing performance on a decision-making task. Furthermore, the evidence suggested that arousal is equally or more important than valence for the decision-making performance, but once optimal arousal has been reached, a further increase in performance may be achieved by regulating valence. Furthermore, the results showed that serious games designed in this thesis elicited high physiological arousal and positive valence. This makes them suitable as research platforms for the investigation of how these emotions influence the activation of sympathetic and parasympathetic pathways and influence performance on a decision-making task. Taking these findings into consideration, the serious games designed in this thesis allowed for the training of cognitive reappraisal emotion-regulation strategy on the decision-making tasks. This thesis suggests that using evaluated design and development methods, it is possible to design and develop serious games that provide a helpful environment where individuals could practice emotion-regulation through raising awareness of emotions, and subsequently improve their decision-making performance
SCABIES IN WILD ANIMALES
Å ugavost je kontagiozna bolest uzrokovana ektoparazitima iz porodica Sarcoptidae , Knemidocoptidae , Psoroptidae , Demodicidae i Cheyletiellidae . Prema mjestu parazitiranja razlikujemo Å”ugarce koji parazitiraju: na koži, u koži i u vanjskom zvuko vodu. NajÄeÅ”Äi oblik Å”ugavosti koji se javlja kod divljih životinja, a i ljudi, jest sarkoptoza koju uzrokuje Å”ugarac Sarcoptes scabiei . Dva najznaÄajnija rezervoara Å”ugavosti meÄu divljim životinjama su lisica ( Vulpes vulpes L.) i divokoza ( Rupicapra rupi capra L.). Å uga je kontagiozna, kroniÄna bolest i kao takva može imati znaÄajan utjecaj na populaciju lisica i divokoza. Å uga je prisutna u cijelome svijetu i pri veÄem broju zaraženih jedinki može poprimiti karakter epidemije. Å iri se putem direktnog il i indirektnog kontakta, a ovisno o stupnju infekcije krajnji ishod bolesti može biti fatalan.Scabies is contagious disease caused by ectoparas ites from the families Sarcoptidae , Knemidocoptidae , Psoroptidae , Demodicidae and Cheyletiellidae . According to the place of parasitism we distinguish parasites that parasitize on skin, in skin and in external auditory meatus (ear canal). The most common form of scabies that occurs in wild animals, as well as humans, is sarcoptosis caused by mite Sarcoptes scabiei. Two most common reservoirs are red fox ( Vulpes vulpes L.) and chamois ( Rupicapra rupicapra L.). Scabies is contagious, chronic disease and as such can have a significant impact on fox and chamois populations. Scabies is present all over the world and large number of infected individuals can assume character of an epidemic. It is spread by direct or indirect contact, and depending on the degree of infection, the final outcome of the disease can be fatal
Practicing Emotion-Regulation Through Biofeedback on the Decision-Making Performance in the Context of Serious Games : a Systematic Review
Evidence shows that emotions critically influence human decision-making. Therefore, emotion-regulation using biofeedback has been extensively investigated. Nevertheless, serious games have emerged as a valuable tool for such investigations set in the decision-making context. This review sets out to investigate the scientific evidence regarding the effects of practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games. A systematic search of five electronic databases (Scopus, Web of Science, IEEE, PubMed Central, Science Direct), followed by the author and snowballing investigation, was conducted from a publication's year of inception to October 2018. The search identified 16 randomized controlled experiment/quasi-experiment studies that quantitatively assessed the performance on decision-making tasks in serious games, involving students, military, and brain-injured participants. It was found that the participants who raised awareness of emotions and increased the skill of emotion-regulation were able to successfully regulate their arousal, which resulted in better decision performance, reaction time, and attention scores on the decision-making tasks. It is suggested that serious games provide an effective platform validated through the evaluative and playtesting studies, that supports the acquisition of the emotion-regulation skill through the direct (visual) and indirect (gameplay) biofeedback presentation on decision-making tasks.open access</p
Modeling cognitive load and physiological arousal through pupil diameter and heart rate
This study investigates individualsā cognitive load processing abilities while engaged on a decision-making task in serious games, to explore how a substantial cognitive load dominates over the physiological arousal effect on pupil diameter. A serious game was presented to the participants, which displayed the onāline biofeedback based on physiological measurements of arousal. In such dynamic decision-making environment, the pupil diameter was analyzed in relation to the heart rate, to evaluate if the former could be a useful measure of cognitive abilities of individuals. As pupil might reflect both cognitive activity and physiological arousal, the pupillary response will show an arousal effect only when the cognitive demands of the situation are minimal. Evidence shows that in a situation where a substantial level of cognitive activity is required, only that activity will be observable on the pupil diameter, dominating over the physiological arousal effect indicated by the pupillary response. It is suggested that it might be possible to design serious games tailored to the cognitive abilities of an individual player, using the proposed physiological measurements to observe the moment when such dominance occurs. Ā© 2018, The Author(s).open access</p
An affective serious game for collaboration between humans and robots
Elicited physiological affect in humans collaborating with their robot partners was investigated to determine its influence on decision-making performance in serious games. A turn-taking version of the Tower of Hanoi game was used, where physiological arousal and valence underlying such human-robot proximate collaboration were investigated. A comparable decision performance in the serious game was found between human and non-humanoid robot arm collaborator conditions, while higher physiological affect was found in humans collaborating with such robot collaborators. It is suggested that serious games which are carefully designed to take into consideration the elicited physiological arousal might witness a better decision-making performance and more positive valence using non-humanoid robot partners instead of human ones. Ā© 2019 The Authorsopen access</p
The Effect of Emotions and Social Behavior on Performance in a Collaborative Serious Game Between Humans and Autonomous Robots
The aim of this paper is to investigate performance in a collaborative humanārobot interaction on a shared serious game task. Furthermore, the effect of elicited emotions and perceived social behavior categories on playersā performance will be investigated. The participants collaboratively played a turn-taking version of the Tower of Hanoi serious game, together with the human and robot collaborators. The elicited emotions were analyzed in regards to the arousal and valence variables, computed from the Geneva Emotion Wheel questionnaire. Moreover, the perceived social behavior categories were obtained from analyzing and grouping replies to the Interactive Experiences and Trust and Respect questionnaires. It was found that the results did not show a statistically significant difference in participantsā performance between the human or robot collaborators. Moreover, all of the collaborators elicited similar emotions, where the human collaborator was perceived as more credible and socially present than the robot one. It is suggested that using robot collaborators might be as efficient as using human ones, in the context of serious game collaborative tasks.open accessPsyIntE
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xDelia: D18-2.4.2 Learning Intervention Package - Development and Evaluation (Year 3)
The core purpose of xDelia is to develop learning approaches to improve the financial decision making of private investors who trade frequently using a trading platform. This group has significant economic importance in the EU, and is sufficiently well understood to be a viable target of learning interventions.
Much financial training has, to date, focused primarily on imparting propositional knowledge and increasing peopleās understanding. However, investors may have appropriate knowledge, but despite this go on to be ruled by their attitudes, habits, or emotional states. Emotions mediate both rapid expert situation recognition and the application of expert intuition but also important persistent biases in decision-making such as framing effects and the disposition effect in particular. There is an increasing body of evidence that effective emotion regulation can reduce maladaptive biases mediated via emotions whilst still allowing the application of expert intuition. Investigating this, the project has developed new, technologically supported approaches to training; and the project has developed support for non-formal and informal learning in real-world trading settings to tackle the challenges faced by investors when they make financial decisions.
This document sets out the nature and scope of the final xDelia learning pathway, its pedagogical underpinnings and constituent elements. A summary of major functionalities are described and learning applications.
This document focuses on the evolution of the learning pathway in Year 3 of the xDelia Project and presents the final form of the learning pathway we have designed and its constituent elements.
To be maximally useful to those wishing either to deploy the approaches and tools we have developed or to carry out further research and development, we also include a summary account of our evaluation of our learning approach1 and (in the appendices) documentation for each of the learning elements