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DC Field | Value | Language |
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dc.contributor.author | Yannakakis, Georgios N. | - |
dc.contributor.author | Hallam, John | - |
dc.date.accessioned | 2017-10-24T09:30:42Z | - |
dc.date.available | 2017-10-24T09:30:42Z | - |
dc.date.issued | 2007 | - |
dc.identifier.citation | Yannakakis, G. N., & Hallam, J. (2007). Modeling and augmenting game entertainment through challenge and curiosity. International Journal on Artificial Intelligence Tools, 16(6), 981-999. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar//handle/123456789/22964 | - |
dc.description.abstract | This paper presents quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced and a comparative study of the two approaches is presented. Feedforward neural networks (NNs) and fuzzy-NNs are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment. We demonstrate that appropriate non-extreme levels of challenge and curiosity generate high values of entertainment and we project the extensibility of the approach to other genres of digital entertainment (e.g. mixed-reality interactive playgrounds). | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | World Scientific Publishing Co. Pte. Ltd. | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Computer games | en_GB |
dc.subject | Artificial neural networks | en_GB |
dc.subject | Virtual reality | en_GB |
dc.title | Modeling and augmenting game entertainment through challenge and curiosity | en_GB |
dc.type | article | en_GB |
dc.rights.holder | The 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.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1142/S0218213007003667 | - |
dc.publication.title | International Journal on Artificial Intelligence Tools | en_GB |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Modeling_and_Augmenting_Game_Entertainment_through.pdf | 707.12 kB | Adobe PDF | View/Open |
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