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Jasper
Author(s) -
Sinh Huynh,
Youngki Lee,
Taiwoo Park,
Rajesh Krishna Balan
Publication year - 2016
Publication title -
singapore management university institutional knowledge (ink) (singapore management university)
Language(s) - English
Resource type - Conference proceedings
ISBN - 978-1-4503-4325-1
DOI - 10.1145/2934646.2934648
Subject(s) - computer science , wearable computer , happiness , human–computer interaction , emotion classification , wearable technology , multimedia , artificial intelligence , psychology , embedded system , social psychology
This paper aims to develop a system that evaluates the emotional experience of gamers based on physiological changes. A within-subject experiment with 22 participants has been designed to investigate the effects of difficulty level and social playing mode on player emotions and to examine the correlation between each emotion and the physiological changes. We demonstrate the feasibility of using commodity wearable physiological sensing devices to recognize mobile gamer's emotion. Specifically, our system performs 3-level excitement classification at an accuracy of 77.38% and binary classification of happiness state at an accuracy of 73.21%. These classification results show the potential of using commodity wearable sensing devices as a valuable evaluation tool for game designers to gauge user emotions and develop personalized gaming experience.

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