2011
DOI: 10.1109/tsmca.2011.2116000
|View full text |Cite
|
Sign up to set email alerts
|

Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty

Abstract: Abstract-This paper proposes to maintain player's engagement by adapting game difficulty according to player's emotions assessed from physiological signals. The validity of this approach was first tested by analyzing the questionnaire responses, electroencephalogram (EEG) signals, and peripheral signals of the players playing a Tetris game at three difficulty levels. This analysis confirms that the different difficulty levels correspond to distinguishable emotions, and that, playing several times at the same d… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

2
247
2
1

Year Published

2012
2012
2023
2023

Publication Types

Select...
3
2
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 352 publications
(252 citation statements)
references
References 32 publications
2
247
2
1
Order By: Relevance
“…The number of trials per participant also impacts the performance of aBCIs, especially for participant-dependent models. Determining an acceptable number of [103], the authors report a similar accuracy using either 13 or 19 participants for participant-independent training. This suggests that using around 15 participants might be enough to have an aBCI that can correctly generalize.…”
Section: Number Of Participantsmentioning
confidence: 98%
See 2 more Smart Citations
“…The number of trials per participant also impacts the performance of aBCIs, especially for participant-dependent models. Determining an acceptable number of [103], the authors report a similar accuracy using either 13 or 19 participants for participant-independent training. This suggests that using around 15 participants might be enough to have an aBCI that can correctly generalize.…”
Section: Number Of Participantsmentioning
confidence: 98%
“…Alternatively, parameters of computer games or e-learning applications could be adjusted to keep users engaged in the interaction, for example by decreasing or increasing difficulty to counteract the detected episodes of frustration or boredom, respectively. [15] Another approach is the manipulation of the game world and mechanics in response to the player's affective state, as demonstrated in 'alpha World of Warcraft', [7] where the avatar shifts its shape according to the degree of relaxation the user experiences. Such reactive games could strengthen the players' association with their avatars, leading to a stronger immersion and an increased sense of presence in the game world.…”
Section: Brain-computer Interfaces 67mentioning
confidence: 99%
See 1 more Smart Citation
“…Virtual Reality Scenarios and Games: A number of studies employed games and virtual reality scenes as their stimuli [2], [4], [32], [33], [34], [35]. The average games and VR duration was reported as 226 seconds (±106.44, minimum 120 and maximum 350 seconds).…”
mentioning
confidence: 99%
“…The average stimulation duration was reported as 170 seconds (±75.5, minimum 90 and maximum 240 seconds). [26], [28], [29], [33], [34], [40] [25], [29], [30], [31], [35], [36], [37], [38], [39] [25], [30], [32], [34], [35], [36], [37], [38], [39] [25], [30], [34], [37], [38] [29], [30], [35], [37], [38], [39] …”
mentioning
confidence: 99%