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A generic and efficient emotion-driven approach toward personalized assessment and adaptation in serious games
Affiliation:1. Ecole national Supérieur d’Informatique (E.S.I ex INI), LMCS, BP 68M Oued Smar, 16309, El Harrach, Alger, Algeria;2. Université de Technologie de Compiègne (U.T.C.), UMR CNRS 6599 Heudiasyc, BP 20529, 60205 Compiègne, France;1. University of Tsukuba, Tsukuba, Ibaraki 305-8573, Japan;2. Hosei University, Tokyo 184-8584, Japan;1. Dipartimento di Ingegneria, Università degli Studi Roma Tre, Italy;2. Dipartimento di Ingegneria Civile e Ingegneria Informatica, Università degli Studi di Roma “Tor Vergata”, Italy;3. Department of Statistics and Operations Research, University of Graz, Austria;1. Wenzhou Business College, Wenzhou 325067, PR China;2. Institute of Universal Design, Zhejiang Sci-Tech University, Hangzhou 310027, PR China;3. Department of Computer Science and Engineering, JIS University, Kolkata 700109, India;4. Department of Computer Science and Technology, Universidad Internacional de La Rioja, Logroño 26001, Spain;5. Rutgers Cancer Institute of New Jersey, New Brunswick, NJ 08903, USA
Abstract:Emotions have a major role in the player-game interaction. In serious games playing contexts, real-time assessment of the player’s emotional state is crucially important to enable an emotion-driven adaptation during gameplay. In addition, a personalized assessment and adaptation based on the player's characteristics remains a challenge for serious games designers. This paper presents a generic and efficient emotion-driven approach for personalized assessment and adaptation in serious games, in which two main methods and their algorithms are proposed. The first one is a method for assessing, in real time, the player's emotion taking into account the personality type and the playing style of the player. The second one is an emotion-driven personalized adaptation method based on Markov modeling of dependency between the serious game events and the change in the player's emotional state. Therefore, the proposed approach has been evaluated by playing an affective vs. non-affective version of a serious game that we have developed to illustrate the applicability of the above-mentioned methods. The overall results showed that owing to our approach, a serious game become able to enhance its adaptivity toward playing outcomes and improve its overall playability.
Keywords:Emotional state  Affective serious game  Assessment  Adaptation  Personality type  Playing style
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