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BARGAIN: behavioral affective rule-based games adaptation interface-towards emotionally intelligent games: application on a virtual reality environment for socio-moral development

机译:讨价还价:行为情感规则的游戏适应界面 - 走向情感智能游戏:在社会道德发展的虚拟现实环境中的应用

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This paper presents a framework for adapting game elements to the player's affective state and the integration of the framework in a virtual reality environment for moral development. These game elements include gestural and facial expressions of avatars during dialogues with the player, background music, the score, game mechanics, aesthetics and learning. The framework BARGAIN (Behavioral Affective Rule-based Games Adaptation Interface) is an authoring tool for affective game design providing a visual interface based on finite state machine (FSM) technique to represent the affective rules as state transitions graph dependent on the player emotional state assessed using facial expression recognition system based on elec-troencephalography (EEG) data. We conducted a user study (n = 29) examining the effects of the resulting affective virtual reality game on players' experience using the Game experience Questionnaire (GEQ) (IJsselsteijn et al. in The game experience questionnaire, Technische Universiteit Eindhoven, Eindhoven, 2013). The results show significant correlation between the GEQ dimensions and the player's facial expressions during his interaction with the Non-Player Characters (NPCs) within the VR game. These findings highlight that adapting games to user's emotions enhance the players' experience.
机译:本文介绍了一个框架,用于调整游戏元素,以使玩家的情感状态以及框架在虚拟现实环境中集成为道德发展。这些游戏元素包括与玩家,背景音乐,分数,游戏机制,美学和学习的对话期间的头像的手势和面部表达。框架讨价还价(基于行为情感规则的游戏适应界面)是一种用于情感游戏设计的创作工具,提供基于有限状态机(FSM)技术的可视接口,以表示依赖于评估播放器情绪状态的状态转换图形的情感规则使用基于ELEC-Trophalography(EEG)数据的面部表情识别系统。我们进行了一个用户学习(n = 29)检查由游戏体验调查问卷(GEQ)对玩家经验的产生的情感虚拟现实游戏的影响(IJSSELSTEIJN等人。在游戏体验调查问卷,Technische Universite eindhoven,Eindhoven,2013 )。结果在与VR游戏中的非玩家字符(NPC)的互动期间,GEQ尺寸与玩家的面部表情之间的显着相关性。这些发现突出显示适应用户的情绪的游戏,提升了球员的经验。

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