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ABSTRACT
Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue to grow rapidly. Even so, evaluating the success of interactive play environments is still an open research challenge. Both subjective and objective techniques fall short due to limited evaluative bandwidth; there remains no corollary in play environments to task performance with productivity systems. This paper presents a method of modeling user emotional state, based on a user's physiology, for users interacting with play technologies. Modeled emotions are powerful because they capture usability and playability through metrics relevant to ludic experience; account for user emotion; are quantitative and objective; and are represented continuously over a session. Furthermore, our modeled emotions show the same trends as reported emotions for fun, boredom, and excitement; however, the modeled emotions revealed differences between three play conditions, while the differences between the subjective reports failed to reach significance.
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CITED BY 20
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N. Sadat Shami , Jeffrey T. Hancock , Christian Peter , Michael Muller , Regan Mandryk, Measuring affect in hci: going beyond the individual, CHI '08 extended abstracts on Human factors in computing systems, April 05-10, 2008, Florence, Italy
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Keywords:
EMG,
GSR,
HR,
emotion,
evaluation methodology,
fun,
fuzzy logic,
games,
physiology,
play
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