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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
User Modeling and User-Adapted Interaction ( IF 3.6 ) Pub Date : 2021-01-16 , DOI: 10.1007/s11257-020-09286-0
Mohamed S. Benlamine , Aude Dufresne , Miriam H. Beauchamp , Claude Frasson

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 electroencephalography (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.

中文翻译:

讨价还价:基于行为情感规则的游戏适应界面——面向情商游戏:在虚拟现实环境中的社会道德发展应用

本文提出了一种使游戏元素适应玩家情感状态的框架,以及该框架在虚拟现实环境中的整合以促进道德发展。这些游戏元素包括与玩家对话时化身的手势和面部表情、背景音乐、乐谱、游戏机制、美学和学习。框架 BARGAIN(基于行为情感规则的游戏改编界面)是情感游戏设计的创作工具,提供基于有限状态机 (FSM) 技术的视觉界面,将情感规则表示为依赖于评估的玩家情绪状态的状态转换图使用基于脑电图(EEG)数据的面部表情识别系统。我们进行了一项用户研究 (n = 29),使用游戏体验问卷 (GEQ)(IJsselsteijn 等人在游戏体验问卷中,Technische Universiteit Eindhoven,Eindhoven,2013 年)检查了由此产生的情感虚拟现实游戏对玩家体验的影响)。结果显示 GEQ 维度与玩家在 VR 游戏中与非玩家角色 (NPC) 互动期间的面部表情之间存在显着相关性。这些发现强调了根据用户的情绪调整游戏可以增强玩家的体验。在 VR 游戏中与非玩家角色 (NPC) 互动时的面部表情。这些发现强调了根据用户的情绪调整游戏可以增强玩家的体验。在 VR 游戏中与非玩家角色 (NPC) 互动时的面部表情。这些发现强调了根据用户的情绪调整游戏可以增强玩家的体验。
更新日期:2021-01-16
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