ACM Home Page
Please provide us with feedback. Feedback
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
Full text PdfPdf (2.09 MB)
Source
Conference on Human Factors in Computing Systems archive
Proceedings of the 27th international conference on Human factors in computing systems table of contents
Boston, MA, USA
SESSION: New input modalities table of contents
Pages 2195-2204  
Year of Publication: 2009
ISBN:978-1-60558-246-7
Authors
Chang Yun  University of Houston, Houston, TX, USA
Dvijesh Shastri  University of Houston, Houston, TX, USA
Ioannis Pavlidis  University of Houston, Houston, TX, USA
Zhigang Deng  University of Houston, Houston, TX, USA
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 35,   Downloads (12 Months): 204,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1518701.1519036
What is a DOI?

ABSTRACT

One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose interests if a game is either too easy or too difficult. This paper presents a novel methodology to improve user's experience in computer games by automatically adjusting the level of the game difficulty. The difficulty level is computed from measurements of the facial physiology of the players at a distance. The measurements are based on the assumption that the players' performance during the game-playing session alters blood flow in the supraorbital region, which is an indirect measurement of increased mental activities. This alters heat dissipation, which can be monitored in a contact-free manner through a thermal imaging-based stress monitoring and analysis system, known as StressCam.

In this work, we investigated on two primary objectives: (1) the feasibility of utilizing the facial physiology in automatically adjusting the difficulty level of the game and (2) the capability of the automatic difficulty level adjustment in improving game players' experience. We employed and extended a XNA video game for this study, and performed an in-depth, comparative usability evaluation on it. Our results show that the automatic difficulty adjustable system successfully maintains game players' interests and substantially outperforms traditional fixed-difficulty mode games. Although a number of issues of this preliminary study remain to be investigated further, this research opens a new direction that utilizes non-contact stress measurements for monitoring and further enhancing a variety of user-centric, interactive entertainment activities.


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.

 
1
Anderson, C.A. and Dill, K.E. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, (2000), 772--790.
 
2
Anderson, C.A. and Bushman, B.J. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 5 (2001), 353--359.
 
3
Anderson, C.A. An update on the effects of playing violent video games. Journal of Adolescence, 27, 1 (2004), 113--122.
 
4
Sherry, J.L. The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27, 3(2001), 409--431.
 
5
Ballard, M.E. and Weist, J.R. Mortal Kombat: The effects of violent video game play on males' hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, (1996), 717--730.
 
6
Carnagey, N.L. and Anderson, C.A. The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological Science, 16, 11 (2005), 882--889.
7
 
8
Scott, D. The effect of video games on feelings of aggression. The Journal of Psychology, 129, (1995), 121--132.
9
 
10
 
11
Nosu, K., Kurokawa, T.A., Horita, H., Ohhazama, Y., and Takeda, K. Real Time Emotion-Diagnosis of Video Game Players from Their Facial Expressions and Its Applications to Voice Feed-Backing to Game Players. Proceedings of the 6th International Conference on Machine Learning and Cybernetics, (2007), 2208--2212.
 
12
Schneider, E.F., Lang, A., Shin, M. Bradley, S.D. Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games. Human Communication Research, 30, 3 (2004), 361--375.
13
14
 
15
 
16
Lazzaro, N. Why We Play Games: Four Keys to Move Emotion Without Story. XEODesign, 5273 College Ave. Suite 201, Oakland, California, 94618, http://www.xeodesign.com.
17
 
18
 
19
 
20
Palvidis, I. and Levine, J. Thermal image analysis for polygraph testing. IEEE Engineering in Medicine and Biology Magazine, 21, 6 (2002), 56--64.
 
21
 
22
 
23
Yamakoshi, T., Yamakoshi, K., Tanaka, S., Nogawa, M., Shibata, M., Sawada, Y., Rolfe, P., Hirose, Y. A Preliminary Study on Driver's Stress Index Using a New Method Based on Differential Skin Temperature Measurement. In Proc of IEEE Conf Eng Med Biol Soc. (2007), 722--725.
 
24
Yamaguchi, M., Wakasugi, J., Sakakima, J. Evaluation of Driver Stress using Biomarker in Motor-vehicle Driving Simulator. In Proc IEEE Conf. Eng Med Biol Soc. (2006), 1834--1837.
 
25
Healey, J.A., Picard, R.W. Detecting stress during real-world driving tasks using physiological sensors. Intelligent Transportation Systems, IEEE Transactions on. June (2005), 156--166. Volume: 6, Issue: 2
 
26
FLIR Systems, 70 Castilian Dr., Goleta, California 93117, http://www.flir.com.
 
27
Quickset International, 3650 Woodhead Drive, Northbrook, IL 60062, http://www.quickset.com
 
28
SBIR Inc, 30 South Calle Cesar Chavez, Santa Barbara, CA 9310, http://www.sbir.com
 
29
Moxham, B. J., Krish C., Berkovitz B., Alusi G., and Cheeseman T., Interactive head&neck (CD--ROM), Primal Pictures, December 2002.

Collaborative Colleagues:
Chang Yun: colleagues
Dvijesh Shastri: colleagues
Ioannis Pavlidis: colleagues
Zhigang Deng: colleagues