首页> 外文会议>Annual Conference on Human Factors in Computing Systems >O'Game, Can You Feel My Frustration?: Improving User's Gaming Experience via StressCam
【24h】

O'Game, Can You Feel My Frustration?: Improving User's Gaming Experience via StressCam

机译:o'game,你能感受到我的挫折吗?:通过压力卡改善用户的游戏体验

获取原文

摘要

One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose interests if a game is either too easy or too difficult. This paper presents a novel methodology to improve user's experience in computer games by automatically adjusting the level of the game difficulty. The difficulty level is computed from measurements of the facial physiology of the players at a distance. The measurements are based on the assumption that the players' performance during the game-playing session alters blood flow in the supraorbital region, which is an indirect measurement of increased mental activities. This alters heat dissipation, which can be monitored in a contact-free manner through a thermal imaging-based stress monitoring and analysis system, known as StressCam. In this work, we investigated on two primary objectives: (1) the feasibility of utilizing the facial physiology in automatically adjusting the difficulty level of the game and (2) the capability of the automatic difficulty level adjustment in improving game players' experience. We employed and extended a XNA video game for this study, and performed an in-depth, comparative usability evaluation on it. Our results show that the automatic difficulty adjustable system successfully maintains game players' interests and substantially outperforms traditional fixed-difficulty mode games. Although a number of issues of this preliminary study remain to be investigated further, this research opens a new direction that utilizes non-contact stress measurements for monitoring and further enhancing a variety of user-centric, interactive entertainment activities.
机译:视频游戏设计的主要挑战之一是为用户提供适当的难度级别,以便最大化游戏的娱乐价值。如果游戏太容易或太难,游戏玩家可能会失去兴趣。本文通过自动调整游戏难度的水平,提高用户在计算机游戏中提高用户体验的新方法。从距离的球员的面部生理学的测量计算难度水平。测量基于假设游戏会话期间的玩家的性能改变了超低地区的血流,这是增加精神活性的间接测量。这改变了散热,其可以通过基于热成像的应力监测和分析系统以无接触的方式监测,称为rengrycam。在这项工作中,我们调查了两个主要目标:(1)利用面部生理学自动调整游戏难度水平的可行性以及(2)改善游戏玩家体验的自动难度调整能力。我们雇用并扩展了这项研究的XNA视频游戏,并对其进行了深入的比较可用性评估。我们的研究结果表明,自动难度可调节系统成功地维护了游戏玩家的兴趣,并且大幅优于传统的固定难度模式游戏。虽然仍有许多初步研究的问题仍有待进一步调查,但这项研究开辟了一种新的方向,利用非接触式压力测量来监测,进一步增强各种以用户为中心的互动活动。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号