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Affective Classification of Gaming Activities Coming from RPG Gaming Sessions

机译:来自RPG游戏时段的游戏活动的情感分类

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Each human activity involves feelings and subjective emotions: different people will perform and sense the same task with different outcomes and experience; to understand this experience, concepts like Flow or Boredom must be investigated using objective data provided by methods like electroencephalography. This work carries on the analysis of EEG data coming from brain-computer interface and videogame "Neverwinter Nights 2": we propose an experimental methodology comparing results coming from different off-the-shelf machine learning techniques, employed on the gaming activities, to check if each affective state corresponds to the hypothesis fixed in their formal design guidelines.
机译:每个人类活动都涉及感觉和主观情感:不同的人将以不同的结果和经验执行和感知同一任务;为了了解这种经验,必须使用脑电图方法提供的客观数据来研究诸如Flow或Boredom之类的概念。这项工作对来自脑机接口和电子游戏“ Neverwinter Nights 2”的脑电数据进行了分析:我们提出了一种实验方法,用于比较游戏活动中使用的各种现成机器学习技术的结果,以检查每个情感状态是否对应于其正式设计指南中确定的假设。

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