Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/22849
Title: | The platformer experience dataset |
Authors: | Karpouzis, Kostas Yannakakis, Georgios N. Shaker, Noor Asteriadis, Stylianos |
Keywords: | Human-computer interaction Video games |
Issue Date: | 2015 |
Publisher: | Institute of Electrical and Electronics Engineers Inc. |
Citation: | Karpouzis, K., Yannakakis, G. N., Shaker, N., & Asteriadis, S. (2015). The platformer experience dataset .2015 International Conference on Affective Computing and Intelligent Interaction (ACII), Xi’an. |
Abstract: | Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/22849 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
ACII2015_submission_58.pdf | 2.93 MB | Adobe PDF | View/Open |
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.