Affective computing
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Entertainment capture through heart rate activity in physical interactive playgrounds
User Modeling and User-Adapted Interaction
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Towards procedural level generation for rehabilitation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
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In this study we construct an artificial neural network model of players' relaxation preferences while playing a physical Wii game. Developed technology will assist game designers to automate a part of the game design and balancing features, and create physical Wii games with adaptive experiences for the player. The model is trained on data derived from the player-Wii interaction which include physiological response, Wii Remote gesture and game data. In this study the developed relaxation model proved to achieve a highest classification accuracy of 78.42%. Furthermore, the restriction of input data to Wii Remote specific features and the possibility of using this model for tailoring the player experience are discussed.