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An Exploratory Pilot Study on Human Emotions during Horror Game Playing

机译:恐怖游戏中人类情绪的探索性试验研究

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Enhancements in technology have allowed games to expand the variety of ways for new and better experiences. These experiences are often expressed by the players through their emotions either internally, externally, or in both manners. Nevertheless, it is crucial for developers to make sure that the players are not overwhelmed with emotions eventually ruining the experiences. With the introduction of immersive modalities, games can read the emotions of the players, allowing the developers ensure that the game does not overwhelm the players in any way. This is done by having the game adapt to the readings of the player’s emotions, allowing the players to cope and regulate their emotions frequently. The technologies can also allow players suffering from emotional illnesses to regulate their emotions and support studying methods of regaining control over their emotions. In this project, an immersive modality for emotional valence recognition is integrated into a horror game that includes the feature of adapting to the emotions of the players. It also aims to determine how well the readings from the modality are, by comparing them with the self-evaluation report of participants. The chosen modality for emotion recognition is facial emotion readings through a camera. To test the consistency and accuracy of the modality with the personal experiences of the players, the results from a self-evaluated questionnaire containing personal experiences answers are compared with the readings from the modality using the Pearson’s Correlation Coefficient formula indicating their correlation strength. Moreover, the research explores the temporal effect of induced emotional states in situations where the game play experience varies. The results show a moderately reliable consistency result of the facial emotion recognition modality and the self-evaluated emotional states. Finally, while initial results indicate that induced emotions may have a temporal effect, more data is needed to validate this observation.
机译:技术的增强允许游戏扩大新的和更好的经历的各种方式。这些经历通常由球员在内部,外部或两种方式中通过他们的情绪表示。尽管如此,开发人员至关重要,以确保球员不会因情绪而不是毁灭经验而不堪重负。随着沉浸式模式的引入,游戏可以阅读玩家的情绪,允许开发人员确保游戏不会以任何方式压倒球员。这是通过使游戏适应玩家情绪的读数来完成的,允许玩家经常应对并调节他们的情绪。这些技术还可以让玩家患上情绪疾病来规范他们的情绪和支持研究对他们的情绪的控制。在这个项目中,情绪价值识别的沉浸式方式被融入了一种恐怖游戏,包括适应玩家的情绪的特征。它还旨在通过与参与者的自我评估报告进行比较,确定模型中读数的读数如何。选择的情绪识别的选择模当是通过相机的面部情感读数。为了测试模型的一致性和准确性与玩家的个人经历,使用Pearson的相关系数配方与表明它们的相关强度的读数,将包含个人经验答案的自我评估问卷的结果进行比较。此外,该研究探讨了诱导情绪状态在游戏播放体验变化的情况下的诱导情绪状态的时间效应。结果表明面部情感识别方式和自我评价情绪状态的适度可靠的一致性结果。最后,虽然初始结果表明诱导的情绪可能具有时间效应,但需要更多的数据来验证该观察。

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