Toward Machine Emotional Intelligence: Analysis of Affective Physiological State
IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Flow in games (and everything else)
Communications of the ACM
Automatic prediction of frustration
International Journal of Human-Computer Studies
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Fundamentals of physiological computing
Interacting with Computers
Decomposing immersion: effects of game demand and display type on auditory evoked potentials
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Hi-index | 0.00 |
The concept of task engagement is associated with effortful striving to reach a desired goal. This dimension is fundamental for software designed to elicit high quality performance. This paper will review the concept of task engagement, both in the psychological literature and with respect to affective computing approaches, such as biofeedback and the definition of 'flow' states. This paper will briefly describe a series of laboratory experiments designed to explore measures of task engagement based on EEG and cardiovascular measures. These experiments employed a number of manipulations to influence task engagement, e.g. performance feedback, task difficulty and financial incentives. Results demonstrated the sensitivity of EEG measures to cognitive sources of engagement (e.g. mental workload) whilst cardiovascular variables tended to respond to the motivation to achieve. We use these findings to explore how real-time monitoring of engagement may generate adaptive dynamics for software design using a computer game as an exemplar system.