Affective computing
Pattern Recognition and Machine Learning (Information Science and Statistics)
Pattern Recognition and Machine Learning (Information Science and Statistics)
Digital Game-Based Learning
International Journal of Human-Computer Studies
Flow in games (and everything else)
Communications of the ACM
Emotion assessment: arousal evaluation using EEG's and peripheral physiological signals
MRCS'06 Proceedings of the 2006 international conference on Multimedia Content Representation, Classification and Security
Short-term emotion assessment in a recall paradigm
International Journal of Human-Computer Studies
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Proceedings of the 2nd Workshop on Child, Computer and Interaction
Towards adapting fantasy, curiosity and challenge in multimodal dialogue systems for preschoolers
Proceedings of the 2009 international conference on Multimodal interfaces
IJCNN'09 Proceedings of the 2009 international joint conference on Neural Networks
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: users and applications - Volume Part IV
The relation between author mood and affect to sentiment in text and text genre
Proceedings of the fourth workshop on Exploiting semantic annotations in information retrieval
A semantic generation framework for enabling adaptive game worlds
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Usefulness of sentiment analysis
ECIR'12 Proceedings of the 34th European conference on Advances in Information Retrieval
More than flow: revisiting the theory of four channels of flow
International Journal of Computer Games Technology
Valence, arousal and dominance in the EEG during game play
International Journal of Autonomous and Adaptive Communications Systems
Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation
International Journal of Autonomous and Adaptive Communications Systems
Towards designing for competence and engagement in serious games
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Impact of graphical fidelity on physiological responses in virtual environments
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Psychophysiological assessment tools for evaluation of learning technologies
HCI'13 Proceedings of the 15th international conference on Human Interface and the Management of Information: information and interaction for learning, culture, collaboration and business - Volume Part III
Comparing expert driving behavior in real world and simulator contexts
International Journal of Computer Games Technology
Using gameplay semantics to procedurally generate player-matching game worlds
Proceedings of the The third workshop on Procedural Content Generation in Games
Hi-index | 0.00 |
This paper proposes an approach based on emotion recognition to maintain engagement of players in a game by modulating the game difficulty. Physiological and questionnaire data were gathered from 20 players during and after playing a Tetris game at different difficulty levels. Both physiological and self-report analyses lead to the conclusion that playing at different levels gave rise to different emotional states and that playing at the same level of difficulty several times elicits boredom. Emotion assessment from physiological signals was performed using a SVM (Support Vector Machine). An accuracy of 53.33% was obtained on the discrimination of three emotional classes, namely boredom, anxiety, engagement.