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dc.contributor.authorShaker, Noor-
dc.contributor.authorAsteriadis, Stylianos-
dc.contributor.authorYannakakis, Georgios N.-
dc.contributor.authorKarpouzis, Kostas-
dc.date.accessioned2017-10-20T08:57:34Z-
dc.date.available2017-10-20T08:57:34Z-
dc.date.issued2013-
dc.identifier.citationShaker, N., Asteriadis, S., Yannakakis, G. N., & Karpouzis, K. (2013). Fusing visual and behavioral cues for modeling user experience in games. IEEE Transactions on Cybernetics, 43(6), 1519-1531.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/22880-
dc.description.abstractEstimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.en_GB
dc.language.isoenen_GB
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectHuman-computer interactionen_GB
dc.subjectComputer gamesen_GB
dc.subjectComputer simulationen_GB
dc.titleFusing visual and behavioral cues for modeling user experience in gamesen_GB
dc.typearticleen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1109/TCYB.2013.2271738-
dc.publication.titleIEEE Transactions on Cyberneticsen_GB
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