5 research outputs found

    RCEA: Real-time, Continuous Emotion Annotation for collecting precise mobile video ground truth labels

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    Collecting accurate and precise emotion ground truth labels for mobile video watching is essential for ensuring meaningful predictions. However, video-based emotion annotation techniques either rely on post-stimulus discrete self-reports, or allow real-time, continuous emotion annotations (RCEA) only for desktop settings. Following a user-centric approach, we designed an RCEA technique for mobile video watching, and validated its usability and reliability in a controlled, indoor (N=12) and later outdoor (N=20) study. Drawing on physiological measures, interaction logs, and subjective workload reports, we show that (1) RCEA is perceived to be usable for annotating emotions while mobile video watching, without increasing users' mental workload (2) the resulting time-variant annotations are comparable with intended emotion attributes of the video stimuli (classification error for valence: 8.3%; arousal: 25%). We contribute a validated annotation technique and associated annotation fusion method, that is suitable for collecting fine-grained emotion annotations while users watch mobile videos

    Trace It Like You Believe It: Time-Continuous Believability Prediction

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    Your Gameplay Says It All : Modelling Motivation in Tom Clancy’s The Division

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    Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of gameplay data from players of the popular game Tom Clancy's The Division. On the other end, we ask them to report their levels of competence, autonomy, relatedness and presence using the Ubisoft Perceived Experience Questionnaire. After processing the survey responses in an ordinal fashion we employ preference learning methods based on support vector machines to infer the mapping between gameplay and the reported four motivation factors. Our key findings suggest that gameplay features are strong predictors of player motivation as the best obtained models reach accuracies of near certainty, from 92% up to 94% on unseen players

    Self-Determination Theory in HCI Games Research: Current Uses and Open Questions

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    Self-Determination Theory (SDT), a major psychological theory of human motivation, has become increasingly popular in Human-Computer Interaction (HCI) research on games and play. However, it remains unclear how SDT has advanced HCI games research, or how HCI games scholars engage with the theory. We reviewed 110 CHI and CHI PLAY papers that cited SDT to gain a better understanding of the ways the theory has contributed to HCI games research. We find that SDT, and in particular, the concepts of need satisfaction and intrinsic motivation, have been widely applied to analyse the player experience and inform game design. Despite the popularity of SDT-based measures, however, prominent core concepts and mini-theories are rarely considered explicitly, and few papers engage with SDT beyond descriptive accounts. We highlight conceptual gaps at the intersection of SDT and HCI games research, and identify opportunities for SDT propositions, concepts, and measures to more productively inform future work.Peer reviewe
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