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ABSTRACT
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.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 5
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Theofanis Kannetis , Alexandros Potamianos , Georgios N. Yannakakis, Fantasy, curiosity and challenge as adaptation indicators in multimodal dialogue systems for preschoolers, Proceedings of the 2nd Workshop on Child, Computer and Interaction, p.1-6, November 05-05, 2009, Cambridge, Massachusetts
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