Implemented and Designed By
Mohammad Shaker & Ola Al-Nameh
In Supervision of
Eng. Ammar Al-Nahhas
AI Department – 2013
Inf...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
1
‫انفيشط‬
1.1.‫ذطؿٍو‬Abstract.......................
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
2
4.4.‫لحذٍ١س‬ٓ١ّ‫جٌطه‬Predictability................
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
3
11.3.‫ّٔٛيؼ‬All Frames Model.......................
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انًششًع‬ ‫يمذيح‬ ‫األًل‬ ‫انفصم‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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1.1.‫ترجشد‬Abstract
‫ضركع‬‫جٌىٌجْس‬ ًٖ٘‫جٌالػد‬ ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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1.1.‫يم‬‫ذيح‬
ّٟ٠‫جألوحو‬ َ‫جال٘طّح‬ ‫َجو‬ٟ‫ف‬ ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫ٚضفٟ١الش‬ ‫ٌؼد‬ ‫ذ١حٔحش‬ ‫ؾّغ‬ ُ‫ض‬ ‫جٌٕظٍ٠س‬ ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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ِ‫انصان‬ ‫انفصم‬
‫يشاتيح‬ ‫دساعاخ‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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1.‫يشاتيح‬ ‫دساعاخ‬
1.1.‫يشاتيح‬ ‫دساعاخ‬
[ ًٖ٘...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫جألٖىحي‬ ًٖ٘ ٓ١‫ضر‬‫انغالح‬ ‫ذطٌس‬ ‫أيصهح‬ٟ‫ف‬...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
18
ً‫جٌٗى‬ ًٖ٘ ٓ١‫٠ر‬‫انالػة‬ ‫نؼة‬ ‫خالل‬ ‫األعهذ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
19
1.1.‫عف‬ ‫إنشاء‬ ‫ذصًْى‬ٌٍ‫انًذر‬ ‫نرٌنْذ‬ ‫يمْ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
20
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
21
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
22
‫انصانس‬ ‫انفصم‬
ِ‫إجشائ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫ذٌن...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
23
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
24
1.ِ‫إجشائ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬Procedural C...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
25
4.‫انًصًًْن‬ ‫هح‬ّْ‫يخ‬ ‫ذجاًص‬
ٌَِٟ‫نٛج‬ ً‫ذٗى...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
26
ٚ‫أ‬ َ‫ٌالْطهىج‬ ‫لحذٍس‬ ٍ١‫غ‬ ‫أٍْكس‬ ‫ذطٌٛ١ى‬...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
27
1.3.‫ح‬ّْ‫انثذص‬ ‫شق‬ّ‫ط‬‫ان‬ ‫تاعرخذاو‬ ‫انًٌن...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫ّٛٞؼحش‬ّ‫ط‬ٌ‫ج‬ ‫ذحْطػٕحء‬ ‫جٌّكىو‬ ‫جٌٕٛع‬ ِٓ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
29
1.11.‫فضاء‬ ‫نهؼثح‬ ‫أعهذح‬ ‫ذطٌّش‬
َ‫لح‬Hastin...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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1.13.‫انًذسًعح‬ ‫انهؼثح‬‫انذساعح‬ ‫ىزه‬ ِ‫ف‬
ٛ٠...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انشاتغ‬ ‫انفصم‬
‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انً...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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4.‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انًشاػش‬ ‫دساعح‬
4...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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4.4.‫انرخًْن‬ ‫لاتهْح‬Predictability
‫قٓد‬ ٍ‫جٌ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انفصم‬‫انخايظ‬
‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساع...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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4.‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬
4.4....
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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ٟ‫ف‬ ٗ٠‫ٌأ‬ ْ‫ٚذ١ح‬ ‫جٌػالظ‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌٕٛجـ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انفصم‬‫انغادط‬
‫ين‬ ‫انالػة‬ ‫خثشج‬ ‫نًزجح‬ٌٍ‫...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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4.ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫أجم‬ ‫ين‬ ‫انالػة‬ ‫خثشج‬ ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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.‫الالعب‬ ‫تفضٌالت‬ ‫لتعلم‬ ‫التطورٌة‬ ‫العصبون...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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.ًٖ٘ٚ‫جٌى‬ ًٖ٘ ٌ‫جنط١ح‬ ‫٠ٓطٕى‬‫ج‬‫ي‬‫جٌػالظ‬‫ٌ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انغاتغ‬ ‫انفصم‬
‫انهؼة‬ ‫ًعًاخ‬ ‫تيا‬ ‫انًرذكى...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
52
7.‫انهؼة‬ ‫ًعًاخ‬ ‫تيا‬ ‫انًرذكى‬ ‫انغًاخ‬
7.4....
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫الدراسة‬ ‫قامت‬[11]‫اختٌارات‬ ً‫ف‬ ‫بالبحث‬‫ال...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫ٌم‬ ‫وإنما‬‫مالمح‬ ‫تغٌٌر‬ ‫طرٌق‬ ‫عن‬ ‫مباشر‬...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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ًٖ٘‫جٌّٓحش‬ٜٛ‫ِٓط‬ ٍٝ‫ػ‬ ٓ‫ٌٚى‬ ‫جٌٍؼرس‬ ًِ‫وح‬...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انفصم‬‫انصاين‬
‫انرؼاتْش‬ َ‫ػه‬ ‫انرؼشف‬ ‫تشيج...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
58
3.‫تشيجْح‬‫انرؼاتْش‬ َ‫ػه‬ ‫انرؼشف‬SHORE
3.1.‫ي...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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o‫ًيالدمرو‬ ‫انٌجو‬ َ‫ػه‬ ‫انرؼشف‬
‫ِىطرس‬ ْ‫أ‬...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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o‫انرنمْز‬ ‫ًلد‬ ِ‫ف‬ ‫أكصش‬ ً‫أ‬ ‫نشخص‬ ‫انشؼٌ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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o‫ًانفى‬ ‫انؼْن‬ ‫فرخ‬ ‫دسجح‬ ‫ذذذّذ‬
.ُ‫جٌف‬ ‫...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انفصم‬‫انراعغ‬
‫انثْاناخ‬ ‫جًغ‬Data Collection
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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3.‫انثْاناخ‬ ‫جًغ‬Data Collection
3.1.‫يمذيح‬
‫...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انمًْح‬‫انذالنح‬
0A > Bٍ‫ِٗحػ‬ ‫ٌكحٌس‬ ‫ذحٌٕٓر...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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3.1.‫اعرخشاض‬ ‫ػًهْح‬‫انغًاخ‬Features Extractio...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
69
3.1.َ‫األًن‬ ‫انًشدهح‬–‫انيايح‬ ‫األدذاز‬ ‫ين‬ ...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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3.4.‫انصانْح‬ ‫انًشدهح‬–‫انظاىشّح‬ ‫انغًاخ‬ ‫اع...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫أقىجظ‬ ‫قىٚظ‬ ‫ػٕى‬ ‫جٌٛؾٙ١س‬ ٍ١‫جٌطؼحذ‬ ‫ٚجنط...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انفصم‬‫انؼاشش‬
‫انًؼطْاخ‬ ‫لاػذج‬ ‫ذصًْى‬
Data...
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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13.‫انًؼطْاخ‬ ‫لاػذج‬ ‫ذصًْى‬
13.1.‫يمذيح‬
‫ِؼط...
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
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Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation

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Conducted as a research study, this doc presents an approach for predicting users' level of engagement from visual cues within a game environment. We use a large data corpus collected from 58 participants playing the popular platform game Super Mario Bros. Neuroevolution preference learning and data mining techniques is used to construct accurate models of player experience that approximate the relationship between extracted features and reported engagement. The results obtained show that highly accurate models can be constructed (with accuracies up to 96.82%) and that players' visual behaviour towards the end of the game is the best for predicting engagement.
The resulted paper (not this doc) is published in UMAP 14, named: "Utilising Visual Features as Indicators of Players Engagement in Super Mario Bros".

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Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation

  1. 1. Implemented and Designed By Mohammad Shaker & Ola Al-Nameh In Supervision of Eng. Ammar Al-Nahhas AI Department – 2013 Information Technology Engineering of Damascus, Syria Fusing Visual and Behavioral Cues for Modeling User Experience in Games
  2. 2. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 1 ‫انفيشط‬ 1.1.‫ذطؿٍو‬Abstract....................................................................6 1.1.‫ِمىِس‬.................................................................................11 1.1.‫وٍّحش‬‫ِفطحق١س‬......................................................................11 2.‫وٌجْحش‬‫ِٗحذٙس‬.........................................................................14 1.1.‫وٌجْحش‬‫ِٗحذٙس‬.....................................................................14 1.1.‫ٌؼرس‬‫ْرحق‬‫جٌطٍٓف‬‫جٌّؿٍز‬Galactic Arms Race (GAR).............14 2.3...ُ١ّٛ‫ض‬‫ئٔٗحء‬‫ْف١ٕس‬‫فٟحء‬ٓ‫ػ‬‫٠ٍ٠ك‬‫ئؾٍجت١س‬‫ِم١ىز‬‫ٌطٌٛ١ى‬ٜٛ‫جٌّكط‬constraint-based procedural content generation (PCG).......................................................17 1.‫ضٌٛ١ى‬ٜٛ‫جٌّكط‬ً‫ذٗى‬ٟ‫ئؾٍجت‬Procedural Content Generation (PCG)12 1.1.‫ِمىِس‬.................................................................................12 1.1.َ‫ألٓح‬‫ضٌٛ١ى‬ٜٛ‫جٌّكط‬ٟ‫جٌطٍمحت‬......................................................13 1.1.‫جٌرٕحء‬ٍٖ‫جٌّرح‬‫ٚجٌرٕحء‬‫أغٕحء‬ٍ٠ٛ‫جٌطط‬..............................................13 1.2.ٜٛ‫جٌّكط‬ٌٌٍٟٞٚ‫ج‬ٜٛ‫ٚجٌّكط‬ٌٞ‫جإلنط١ح‬....................................13 1.3.‫جٌّؼحِالش‬............................................................................14 1.4.‫جٌطٌٛ١ى‬ٟ‫جٌؼٗٛجت‬‫ٚجٌطٌٛ١ى‬‫جٌّكىو‬.................................................14 1.5.‫نٛجٌَِ١س‬ٟٕ‫جذ‬-ٍ‫جنطر‬‫ٚجٌهٛجٌَِ١حش‬‫حءز‬ّٕ‫جٌر‬..................................14 1.6.ٜٛ‫جٌّكط‬‫جٌٌّٛى‬َ‫ذحْطهىج‬‫ٍق‬ّ‫جٌط‬‫ّس‬١‫جٌركػ‬.......................................15 1.7.‫أِػٍس‬ٓ‫ػ‬ٜٛ‫جٌّكط‬‫جٌٌّٛى‬َ‫ذاْطهىج‬‫نٛجٌِ١حش‬‫ذكػ١س‬........................15 1.11.‫ِؿّٛػس‬‫لٛجػى‬‫ألٌؼحخ‬‫ٖر١ٙس‬‫ذـ‬Pac-Man................................15 1.11.‫ِؿّٛػس‬‫لٛجػى‬‫ألٌؼحخ‬‫ٛقس‬ٌٍّ‫ج‬.................................................16 1.11.‫ِٓحٌجش‬‫ألٌؼحخ‬‫جٌٓرحق‬..........................................................16 1.11.ٍ٠ٛ‫ضط‬‫أٍْكس‬‫ٌٍؼرس‬‫فٟحء‬.......................................................17 1.12.ُ١ّٛ‫ض‬ً‫جٌٍّجق‬‫ٌٍؼرس‬Super Mario Bros..............................17 3.15.‫جٌٍؼرس‬‫جٌّىٌْٚس‬ٟ‫ف‬ًٖ٘‫جٌىٌجْس‬.....................................................11 2.‫وٌجْس‬ٍ‫جٌّٗحػ‬‫جٌّٓطٍؾؼس‬ِٓ‫جٌالػد‬.........................................12 4.1.‫ِطؼس‬‫جٌٍؼد‬Fun........................................................................12 4.2.ٞ‫جٌطكى‬Challenge..................................................................12 4.3.٠‫جإلقرح‬Frustration................................................................12
  3. 3. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 2 4.4.‫لحذٍ١س‬ٓ١ّ‫جٌطه‬Predictability.....................................................13 2.3.ٍ‫جٌٟؿ‬ًٌٍّ‫ٚج‬Boredom......................................................13 4.6.‫ع‬ََُ‫جٌؿ‬Anxiety.......................................................................13 3.١‫ِهط‬‫جٌىٌجْس‬‫جٌركػ١س‬ً‫ذٗى‬ًِ‫وح‬..............................................21 5.1.١‫ِهط‬‫جٌىٌجْس‬‫جٌركػ١س‬................................................................21 6.‫ًّٔؾس‬‫نرٍز‬‫جٌالػد‬ًِٓ‫أؾ‬‫ضٌٛ١ى‬ٜٛ‫جٌّكط‬...................................23 6.6.ٍُ‫ضؼ‬ً١ٟ‫جٌطف‬ٓ‫ػ‬‫٠ٍ٠ك‬‫جٌؼٛرٛٔ١س‬‫جٌططٌٛ٠س‬Neuro-evolutionary Preference Learning through Player Modeling.....................................23 6.2.‫نرٍز‬‫جٌالػد‬‫ؼحوز‬ٌُّ‫ج‬‫ذؼى‬‫ٌؼد‬‫جٌٍؼرس‬Reported player’s experience of playing the game.....................................................................................24 6.6.‫نرٍز‬‫جٌالػد‬‫ؼحوز‬ٌُّ‫ج‬‫ٚجٌرٍٚضٛوٛي‬ٟ‫جٌطؿٍ٠ر‬Reported player experience and experimental protocol.................................................24 6.6.‫َٚؼ‬‫ٌؼد‬Game Pair.........................................................25 7.‫جٌّٓحش‬ُ‫جٌّطكى‬‫ذٙح‬‫ّْٚحش‬‫جٌٍؼد‬...............................................31 7.6.‫أٔٛجع‬‫جٌّٓحش‬.......................................................................31 7.6.6.‫جٌّٓحش‬ٟ‫جٌط‬ٓ‫٠ّى‬ُ‫جٌطكى‬‫ذٙح‬ٟ‫ف‬‫جٌٍؼرس‬Controllable features of the game31 7.6.2.ٙ‫نٛحت‬‫جٌٍؼد‬ّٓٞ‫جٌٍؼرس‬Gameplay characteristics...31 6.‫ذٍِؿ١س‬‫جٌطؼٍف‬ٍٝ‫ػ‬ٍ١‫جٌطؼحذ‬SHORE.......................................36 8.1.‫ِمىِس‬.....................................................................................36 6.1.‫جٌطؿحٌخ‬ٍٝ‫ػ‬SHORE.........................................................36 9.‫ؾّغ‬‫جٌر١حٔحش‬Data Collection..................................................44 7.1.‫ِمىِس‬.................................................................................44 9.2.‫ػٍّ١س‬‫جْطهٍجؼ‬‫جٌّٓحش‬Features Extraction...............................46 7.1.‫جٌٍّقٍس‬ٌٝٚ‫جأل‬–‫جْطهٍجؼ‬‫جٌّٓحش‬ِٓ‫جألقىجظ‬‫جٌٙحِس‬....................47 7.2.‫جٌٍّقٍس‬‫جٌػحٔ١س‬–‫جْطهٍجؼ‬‫جٌّٓحش‬‫جٌظحٍ٘٠س‬.................................51 11.ُ١ّٛ‫ض‬‫لحػىز‬‫جٌّؼط١حش‬............................................................54 10.1.‫ِمىِس‬.....................................................................................54 11.‫ّٔحيؼ‬‫جٌر١حٔحش‬(Data models)................................................61 11.1.‫ِمىِس‬...............................................................................61 11.2.‫ّٔٛيؼ‬Frame Only Model.....................................................61
  4. 4. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 3 11.3.‫ّٔٛيؼ‬All Frames Model......................................................65 11.4.‫ّٔٛيؼ‬Frame over Event Model...........................................67 11.5.‫ّٔٛيؼ‬Surrounding Frames over Event Model....................71 11.‫جٌؼٕمىز‬(Clustering).............................................................76 11.1.‫ِمىِس‬...............................................................................76 11.1.‫ّٔٛيؼ‬Frame Only Model...............................................76 11.1.‫ّٔٛيؼ‬All Frames Model..............................................111 11.2.‫ّٔٛيؼ‬Frame over Event Model...................................111 12.5.‫ّٔٛيؼ‬Surrounding Frames over Event Model..................113 11.ٌ‫جنط١ح‬‫جٌّٕٛيؼ‬.....................................................................111 13.1.‫ِمحٌٔس‬‫قٓد‬‫جٌّٕٛيؼ‬‫ٚجٌمٛجػى‬....................................................111 11.1.‫ِمحٌٔس‬‫قٓد‬‫جٌّٕٛيؼ‬‫ِٕٚكٕ١حش‬‫جٌطٛلغ‬‫ٌهٛجٌَِ١س‬Microsoft Decision Tree111 11.1.‫ِمحٌٔس‬‫قٓد‬‫جٌّٕٛيؼ‬‫ِٕٚكٕ١حش‬‫جٌطٛلغ‬‫ٌهٛجٌَِ١س‬Microsoft Clustering111 1.‫جٌططر١ك‬ٟ‫جٌٕٙحت‬.....................................................................111 12.‫ج٢فحق‬‫جٌّٓطمرٍ١س‬...................................................................115 14.1.‫ّٔٛيؼ‬‫جٌٍؼرس‬ٟ‫جٌطى١ف‬Adaptive Game Model...........................115 14.2.ً‫ٍِجق‬‫جٌطٌٛ١ى‬ٟ‫جٌطى١ف‬ً‫ٌٍٍّجق‬Adaptive content generation.....115 13.‫جٌٍّجؾغ‬............................................................................111
  5. 5. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 4
  6. 6. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 5
  7. 7. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 6 ‫انًششًع‬ ‫يمذيح‬ ‫األًل‬ ‫انفصم‬
  8. 8. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 7
  9. 9. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 8 1.1.‫ترجشد‬Abstract ‫ضركع‬‫جٌىٌجْس‬ ًٖ٘‫جٌالػد‬ ٍ١‫ضؼحذ‬ ٓ١‫ذ‬ ًٌٚٛ‫ج‬ ‫ٍٚس‬ ‫ئ٠ؿحو‬ ٟ‫ف‬ ‫ذغ١س‬ ‫ٌٍؼرس‬ ٌِٚ‫جٌّى‬ ٜٛ‫جٌّكط‬ ٓ١‫ٚذ‬ ‫ػّى٠س‬ ٍ١‫جٌغ‬ ْٗ‫ٌأ‬ ‫ٚقٍوحش‬ ‫جٌٕٙح٠س‬ ٟ‫ف‬ ‫جٌٛٚٛي‬‫ضرؼح‬ ٟ‫ضى١ف‬ ٜٛ‫ِكط‬ ‫ّٔٛيؼ‬ ‫ذٕحء‬ ٌٝ‫ئ‬‫الػد‬ ً‫ٌى‬ .‫قىج‬ ٍٝ‫ػ‬‫جٌر‬ ٟ‫ف‬ ‫جٌطٕم١د‬ ‫نٛجٌَِ١حش‬ َ‫جْطهىج‬ ُ‫ض‬ً١ٍ‫ٌطك‬ ‫١حٔحش‬ ‫جٌّٛؾٛوز‬ ‫جٌر١حٔحش‬ّٓٞ‫لحػىز‬‫ِؼط١حش‬‫ذٕحؤ٘ح‬ ُ‫ض‬‫لرٍٕح‬ ِٓ ًِ‫ذحٌىح‬ ً١‫ذطٓؿ‬ ‫جٌٍؼد‬ ‫ضؿٍذس‬ ‫نحٞٛج‬ ‫لى‬ ٓ١‫ٌالػر‬ ‫ِؼط١حش‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ١‫جٌّؼط‬ ‫ؾّ١غ‬ ً١‫ٌطٓؿ‬ ‫ذحإلٞحفس‬ ‫جٌٍؼد‬ ‫أغٕحء‬ ُٙ٘ٛ‫ٌٛؾ‬ ٛ٠‫ف١ى‬‫حش‬ ‫ِٚمحٌٔطٙح‬ ‫جٌّٕحيؼ‬ ‫ذٕحء‬ ُ‫غ‬ ِٓٚ ُٙ‫ٌؼر‬ ‫٠ٍ٠مس‬ ٙ‫٠ه‬ ‫ف١ّح‬ ‫جٌٙحِس‬ ‫جٌٕحق١س‬ ِٓ ‫جٌٍّقٍس‬ ‫أفٍٟ١س‬ ٍٝ‫ػ‬ ‫٠طؼٍف‬ ‫ّٔٛيؼ‬ ٌٝ‫ئ‬ ‫ٌٍٛٚٛي‬ .‫جٌٗؼٌٛ٠س‬
  10. 10. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 9
  11. 11. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 10 1.1.‫يم‬‫ذيح‬ ّٟ٠‫جألوحو‬ َ‫جال٘طّح‬ ‫َجو‬ٟ‫ف‬ ٟ‫ٚجٌٕٛحػ‬ً‫ذٗى‬ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ‫ضٌٛ١ى‬ٟ‫جٌطى١ف‬Adaptive Gamingٍ١‫ور‬ ً‫ذٗى‬‫ٚجٌىٌجْحش‬ ‫جٌركٛظ‬ ِٓ ‫جٌؼى٠ى‬ ‫أغرطص‬ ‫ق١ع‬ ‫جٌّحٞ١س‬ ‫جٌمٍ١ٍس‬ ‫جٌٕٓٛجش‬ ‫نالي‬ [ ‫ػد‬ ّ‫جٌال‬ ‫ضؿٍذس‬ ِٓ َُ‫٠ؼ‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌٍؼرس‬ ‫و٠ٕحِ١ى١حش‬ ٟ‫ف‬ ‫جٌطى١ف‬ ‫ئوٌجؼ‬ ْ‫أ‬1ًٖ٘ ٟ‫ف‬ َ‫ٔمى‬ .] ‫جٌىٌجْس‬ٙ‫ٚنٛحت‬ ٓ١‫ِؼ‬ ٜٛ‫ٌّكط‬ ‫ضرؼح‬ ‫ؼد‬ٌٍّ‫ج‬ ‫أغٕحء‬ ‫جٌالػد‬ ‫ضفٟ١الش‬ ٌِ‫٠ى‬ ‫ّٔٛيؾح‬ ‫جٌركػ١س‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫جٌالػد‬ ‫ذٙح‬ َ‫لح‬ ٟ‫جٌط‬ ‫جٌٍؼد‬ِٓ ‫جٌٍِح٠س‬ ‫ألٌؼحخ‬ ‫جٌٓحذمس‬ ‫وٌجْطٕح‬ ٓ‫ػ‬ ‫َجتى‬ ً‫ذٗى‬ ٓ‫ٌٚى‬ ‫جٌالػد‬ ٌٛ‫ِٕظ‬First Person Shooter Games‫قحٌس‬ ٟ‫ف‬ ‫جٌٛؾٙس‬ ٍ١‫ضؼحذ‬ ٍ١‫ضأغ‬ ‫ذىٌجْس‬ ‫ٚيٌه‬ ‫ٌٍؼرس‬ ‫ٚيٌه‬ ‫جٌٍؼرس‬ ّٓٞ ‫جٌٗؼٌٛ٠س‬ ٙ‫جٌٗه‬Mario. ٝ‫ذؼ‬ ‫ضى١١ف‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ،ٟ‫جٌطى١ف‬ ٜٛ‫جٌّكط‬ ‫ِرحوب‬ ٝ‫ذؼ‬ ّٟٓ‫ضط‬ ‫جٌطؿحٌ٠س‬ ‫جألٌؼحخ‬ ٝ‫ذؼ‬ ‫ذىأش‬ ( ‫جٌٍؼرس‬ ‫ٚؼٛذس‬ ‫ِػال‬ .‫جٌالػد‬ ‫أوجء‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌٍؼرس‬ ٙ‫نٛحت‬ ِٓdifficultyُ‫٠ط‬ ٟ‫جٌط‬ ) ‫ضرؼ‬ ‫ضّٛ١ّٙح‬‫ٌؼرس‬ ٟ‫ف‬ ‫جألػىجء‬ ‫ػىو‬ ً٠‫ضؼى‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ٚيٌه‬ ‫جٌالػد‬ ‫ِٙحٌز‬ ٍ٠‫ٌطمى‬ ‫ح‬Max Payne، ( ‫جٌطحلس‬ ‫ٌجفؼحش‬ ٍٝ‫ػ‬ ‫جٌكٛٛي‬ ‫جقطّحٌ١س‬ ً٠‫ضؼى‬ ٚ‫أ‬power ups‫ٌؼرس‬ ٟ‫ف‬ )Mario Kartٚ‫أ‬ ( ‫جٌطٌٛى‬ ٓ‫أِحو‬spawnpoints‫ٌؼرس‬ ٟ‫ف‬ )Left 4 Dead[1]. ‫ج‬ ‫ضؿٍذس‬ ‫ذكٓد‬ ‫ٔفٓٙح‬ ُّٛ‫ض‬ ٟ‫جٌط‬ ‫جألٌؼحخ‬ ُ١ّٛ‫ض‬ ٟ‫ف‬ ‫جٌّفطحـ‬‫ج٢ٌ١حش‬ ‫ضطر١ك‬ ٟ‫ف‬ ّٓ‫٠ى‬ ‫ٌالػد‬ ‫لحذٍس‬ ‫ِؼ١ٕس‬ ‫(ِ١ُجش‬ ‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ٍ١١‫ضغ‬ ُ‫٠ط‬ ْ‫أ‬ ‫٠ؿد‬ ٌ‫ِمىج‬ ُ‫ٚو‬ ،‫و١ف‬ ،‫ئيج‬ ٌٍ‫ضم‬ ٟ‫جٌط‬ ‫جٌطى١ف١س‬ .)‫ٔفٓٙح‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ُ‫ٌٍطكى‬‫ضؿٍذس‬ ‫قٛي‬ ٌٛ‫ضطّك‬ ‫َّحٌس‬‫ؼ‬‫ف‬ ‫ضى١ف١س‬ ‫ٌؼرس‬ ُ١ّٛ‫ض‬ ٛ‫ٔك‬ ٌٝٚ‫جأل‬ ‫جٌهطٛز‬ ( ‫جٌٗؼٌٛ٠س‬ ‫جٌكحٌس‬ ُ١١‫ضم‬ ٟ٘ ‫جٌالػد‬emotional stateّ‫ط‬ٌ‫ٚج‬ )ٍ٠ٛ‫ٚضط‬ ‫ٌالػد‬ ٟ‫جٌّؼٍف‬ ُ١‫ٍو‬ ( ‫ِطٕرثحش‬predictors.‫جٌالػد‬ ‫ٌطؿٍذس‬ )ِٓ ‫ػىو‬ ‫ضؿّ١غ‬ ُ‫٠ط‬ ْ‫أ‬ ٓٓ‫٠ٓطك‬ ٍٜ‫جٌغ‬ ‫ً٘ج‬ ً‫أؾ‬ ِٓ ‫جٌالػد‬ ٚ‫أ‬ ‫جٌٍؼد‬ ‫ضؿٍذس‬ ‫ؾٛجٔد‬ ٝ‫ٌرؼ‬ ‫ِإٍٖجش‬ ‫الٖطمحق‬ )‫ِػال‬ ‫جٌٍؼد‬ ‫(قٍوحش‬ ‫جٌالػد‬ ‫ِىنالش‬ ( ٠‫جالقرح‬ ٜٛ‫ِٓط‬ ،‫ػد‬ ّ‫جٌال‬ ‫ِٙحٌز‬ ً‫ِػ‬frustration( ٌٍٝٞ‫ج‬ ٜٛ‫ِٓط‬ )satisfaction‫وًٌه‬ .) ( ‫ئقٛحت١س‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ُٙ‫ضؿٍذط‬ ٌ‫ئنرح‬ ٓ١‫ٌالػر‬ ٓ‫٠ّى‬survey‫٠ر١ؼس‬ ‫يجش‬ ‫أْثٍس‬ ٍٝ‫ػ‬ ٞٛ‫ضك‬ ) ( ‫ضكؿ١ّ١س‬scaling( ‫ضفٟ١ٍ١س‬ ٚ‫أ‬ )preference.) ( ٌٞٛ‫جٌطط‬ ٟٔٛ‫جٌؼٛر‬ ً١ٟ‫جٌطف‬ ٍُ‫ضؼ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌالػد‬ ‫ضؿٍذس‬ ‫ضٛلغ‬ ٍُ‫ضؼ‬neuro- evolutionarypreference learningٌٍّٕ ‫ول١مس‬ ‫ٔطحتؽ‬ ٝ‫أػط‬ )‫جٌالػد‬ ‫ٌطؿٍذس‬ ‫جٌكحْٛذ١س‬ ‫ًؾس‬ [1.]‫ٍْٛو١حش‬ ٠‫أّٔح‬ ِٓ ‫ػىو‬ ٌٝ‫ئ‬ ‫ٚجٌٍؼرس‬ ‫جٌالػد‬ ٓ١‫ذ‬ ً‫جٌطفحػ‬ ‫٠ٕٛف‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌالػد‬ ‫ّٔٛيؼ‬ [ ٟ‫ف‬ ‫جٌٕظٍ٠س‬ .‫جٌّهطٍفس‬ ‫جٌالػد‬1ّ‫ٌال‬ ‫ّٔٛيؼ‬ ٓ١ّٟ‫ض‬ ْ‫أ‬ ‫ضمٛي‬ ]ُ١‫جٌطٕظ‬ ‫ذٛجْطس‬ ٖ‫ضٌٛ١ى‬ ُ‫ض‬ ‫ػد‬ ( ٟ‫جًٌجض‬self-organizationٌٝ‫ئ‬ ٞ‫ضإو‬ ْ‫أ‬ ٓ‫٠ّى‬ ٌٞٛ‫جٌطط‬ ٟٔٛ‫جٌؼٛر‬ ٍٟ١ٟ‫جٌطف‬ ٍُ‫ٌٍّطؼ‬ )
  12. 12. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 11 ‫ٚضفٟ١الش‬ ‫ٌؼد‬ ‫ذ١حٔحش‬ ‫ؾّغ‬ ُ‫ض‬ ‫جٌٕظٍ٠س‬ ًٖ٘ ‫ٌطؿٍذس‬ .‫ػد‬ ّ‫جٌال‬ ‫ٌطفٟ١الش‬ ‫ولس‬ ٍ‫أوػ‬ ‫ضمى٠ٍجش‬ ( ‫جٌُٚؾ١س‬ ٍٝ‫ػ‬ ‫ضؼطّى‬ ‫ّس‬٠ٌٛ‫ٖؼ‬pairwise emotional preferencesِٓ )111ٙ‫ٖه‬ ‫جألٚي‬ ٙ‫جٌٗه‬ ‫ٌؼرس‬ ْٛ‫٠ٍؼر‬FPSٕ‫وٌجْط‬ ٟ‫ف‬ ‫جألذؼحو‬ ‫غالغ١س‬.ًٖ٘ ‫ح‬ 1.1.‫يفرادْح‬ ‫كهًاخ‬ ٟ‫جٌؼٛر‬ ٌٛ‫جٌطط‬NeuroEvolution‫جٌالػد‬ ‫ًّٔؾس‬ ،Player Modeling‫ضفٟ١الش‬ ، Preferences‫ى١ف‬ّ‫ط‬ٌ‫ج‬ ،Adaptiveٟ‫ئؾٍجت‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ،PCG‫ِ١ُجش‬ ،Features، ً٠‫ٌٍطؼى‬ ‫لحذٍس‬ ‫ِ١ُجش‬Controllable features‫جٌالػد‬ ‫ٌؼد‬ ‫ِ١ُجش‬ ،Gameplay features، ٍ‫جٌم‬ ٌ‫أٖؿح‬ٌ‫ج‬Decision Trees‫جٌؼٕحل١ى‬ ،Clusters.
  13. 13. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 12
  14. 14. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 13
  15. 15. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 14 ِ‫انصان‬ ‫انفصم‬ ‫يشاتيح‬ ‫دساعاخ‬
  16. 16. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 15
  17. 17. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 16 1.‫يشاتيح‬ ‫دساعاخ‬ 1.1.‫يشاتيح‬ ‫دساعاخ‬ [ ًٖ٘ ٟ‫ف‬ ‫ٌٚو‬ ‫وّح‬1ٜٛ‫جٌّكط‬ ْ‫فا‬ ‫جٌكى٠ػس‬ ٛ٠‫جٌف١ى‬ ‫أٌؼحخ‬ ُ‫ِؼظ‬ ٟ‫ف‬ ٗٔ‫فا‬ ]content‫(جٌّٕحيؼ‬ Models‫غحذص‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ‫ِغ‬ ‫ٖكٕٙح‬ ُ‫٠ط‬ )‫ٚغ١ٍ٘ح‬ ،‫جألٍْكس‬ ،ً‫جٌٍّجق‬ ،‫جٌّػحي‬ ً١‫ْر‬ ٍٝ‫ػ‬ ‫ػٗٛجت١س‬ ‫٠ٛؾى‬ ‫جألقٛجي‬ ٓٓ‫أق‬ ٟ‫ف‬ ٚ‫أ‬ ،ٍ١‫ضطغ‬ ‫ال‬ ‫غحذص‬ ً‫ذٗى‬ ‫ِٓرمح‬ ُِّّٛٚRandomizingٍٝ‫ػ‬ .‫جٌّؼحِالش‬ ِٓ ‫ٞ١مس‬ ‫ِؿّٛػس‬‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ْ‫وح‬ ‫قحي‬ ٟ‫ٚف‬ ،ٓ‫ٌى‬contentً‫ذٗى‬ ‫ٚ٠طؿىو‬ ٍ١‫٠طغ‬ ١‫جٌالػر‬ ْ‫فا‬ ،ُ‫وجت‬ٓٛ‫٠ٕىِؿ‬ ْ‫أ‬ ٓ‫٠ّى‬get engaged.‫أ٠ٛي‬ ‫ٌّٚىز‬ ًٟ‫أف‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ‫ِغ‬ [ ‫ٚقٓد‬ ٗٔ‫فا‬ ،‫جٌطّٛـ‬ ‫ً٘ج‬ ً١‫ٚضه‬ ‫ٌطكم١ك‬1‫٠ٍ٠ك‬ ٓ‫ػ‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ‫نٛجٌَِ١حش‬ ‫٠ٛؾى‬ ] ‫جٌُّجوز‬ ‫ٌٍطرٌٛٛؾ١ح‬ ٟ‫جٌؼٛر‬ ٌٛ‫جٌطط‬content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) algorithm. ٍ٠ٛ‫ٚجٌطط‬ ً٠‫ذحٌطؼى‬ َٛ‫ضم‬ ‫ذأٔٙح‬ ‫جٌهٛجٌَِ١س‬ ًٖ٘ ‫ضطكمك‬evolvingٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ٍٝ‫ػ‬ ‫جٌالػد‬ ‫ضفٟ١الش‬player preferences‫نٛجٌَِ١س‬ ٍ‫ضؼطر‬ .‫جٌٍؼرس‬ ‫ٌؼد‬ ٌ‫ِىج‬ ٍٝ‫ػ‬cgNEAT ‫ٌهٛجٌَِ١س‬ ‫ضطٛ٠ٍج‬NEAT( ‫جألٍٚ١س‬Stanley and Miikkulainen 2002.) 1.1.‫انًجشج‬ ‫انرغهخ‬ ‫عثاق‬ ‫نؼثح‬Galactic Arms Race (GAR) [ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫ٚقٓد‬ ‫جٌٍؼرس‬ ًٖ٘1‫نٛجٌَِ١س‬ َ‫ضٓطهى‬ ‫جٌٍؼرس‬ ًٖ٘ ْ‫فا‬ ]cgNEAT. ٟ‫ف‬ ْٛ‫جٌالػر‬ َ‫٠ٓطهى‬GAR‫ؾى٠ىز‬ ‫أٍْكس‬ ٍٝ‫ػ‬ ‫ٌٍكٛٛي‬ ‫جألػىجء‬ ‫٠١حٌجش‬ ‫ٌ١محضٍٛج‬ ‫جٌفٟحت١س‬ ٓ‫جٌٓف‬ ١‫ٌالػر‬ ٓ‫٠ّى‬ ‫و١ف‬ ٖ‫أؤح‬ ‫جألٖىحي‬ ‫ضٛٞف‬ .‫جٌٍؼرس‬ ‫نالي‬ ،‫جٌٍؼرس‬ ِٓ ‫ضطٌٛش‬ ٟ‫ٚجٌط‬ٓGAR‫جوطٗحف‬ ٍٝ‫ػ‬ ‫أ٠ٟح‬ ٓ‫ٌٚى‬ ،ْٟ‫أْح‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ‫ِٛؾٛوز‬ ‫ٌ١ٓص‬ ٟ‫ٚجٌط‬ ‫جألٍْكس‬ ِٓ ‫ٚجْؼس‬ ‫ِؿّٛػس‬ ‫ٚضّى٠ى‬ ِ‫أْح‬extending.ٟٞ‫جٌّح‬ ٟ‫ف‬ ًٍُّٟ‫ف‬ ‫ْحذك‬ ٜٛ‫ِكط‬ ِٓ ‫ؾى٠ى‬ ٜٛ‫ِكط‬ ‫نٛجٌَِ١س‬ ٍٝ‫ػ‬ ‫جٌّطٍضرس‬ ٌ‫ج٢غح‬cgNEATٜٛ‫جٌّكط‬ ‫ضٌٛى‬ ‫أٌؼحخ‬ ‫ئٔٗحء‬ ْ٢‫ج‬ ٓ‫جٌّّى‬ ِٓ ٗٔ‫أ‬ ٛ٘ ‫ذٕفٓٙح‬ ‫ذٙح‬ ٘‫جٌهح‬‫ذًٌه‬ ‫ُ٠ىز‬ُِ ،‫غحذص‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ‫ضىٍفس‬ ِٓ ٍ١‫ور‬ ‫قى‬ ٌٝ‫ئ‬ ‫ذًٌه‬ ‫ٟس‬ّ‫ف‬‫ِه‬ ، .‫يجضٙح‬ ‫ذكى‬ ‫جٌٍؼرس‬ ‫ل١ّس‬ .‫ِٕٙح‬ ً‫و‬ ‫ٍٖـ‬ ‫ِغ‬ ُ١٘‫جٌّفح‬ ٝ‫ذؼ‬ ‫جٌطحٌ١س‬ ‫جألٖىحي‬ ٓ١‫ضر‬
  18. 18. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 17 ‫جألٖىحي‬ ًٖ٘ ٓ١‫ضر‬‫انغالح‬ ‫ذطٌس‬ ‫أيصهح‬ٟ‫ف‬ ‫أٍْكس‬ ٌٛ‫ضطط‬ ‫وّح‬ .GARٍ‫٠ؼػ‬ ْ‫أ‬ ‫جٌٍّؾف‬ ِٓ ٗٔ‫فا‬ ، ‫ٚف‬ ‫يجش‬ ‫أٍْكس‬ ٍٝ‫ػ‬ ْٛ‫جٌالػر‬.ٟٞ‫جٌّح‬ ٟ‫ف‬ ‫ذطفٟ١ٍٙح‬ ‫لحِٛج‬ ٟ‫جٌط‬ ‫ٌطٍه‬ ‫ِّحغٍس‬ ‫حش‬ ٌ‫جٔطٗح‬ ‫ْالـ‬ ‫أ٠ٍك‬ ‫ِح‬ ‫وػ١ٍج‬ ‫جٌالػد‬ ْ‫فا‬ ،ٍٟ‫جٌفؼ‬ ‫جٌٍؼد‬ ِٓ ‫جٌّػحي‬ ‫ً٘ج‬ ٟ‫ف‬Spread weapon( ً‫جٌٗى‬ ٟ‫ف‬ ‫وّح‬a.) ‫ضؼى٠الش‬ ٗ١ٍ‫ػ‬ ‫قىغص‬ُ‫ٚأ‬ ٌ‫جالٔطٗح‬ ‫ْالـ‬ ٟ‫ف‬ ‫ؾى٠ى‬ ٌٛ‫ضط‬ ‫قىظ‬ ،‫جٌٍؼرس‬ ِٓ ‫القك‬ ‫ٚلص‬ ٟ‫ف‬ ‫ٚضغ١١ٍجش‬variations(b،c.) ‫ٔٛع‬( َ‫ٌال٘طّح‬ ‫ِػ١ٍز‬ ٌ‫جالٔطٗح‬ ‫أٍْكس‬ ِٓ ٍ‫آن‬d‫لًجتف‬ ‫(ئ٠الق‬ ٓ١‫لً٠فط‬ ‫ذا٠الق‬ َٛ‫ضم‬ ) .‫وجنٍ١س‬ ‫ٍْ٠ؼس‬ ‫ٚلً٠فس‬ )ٟ‫جٌهحٌؾ‬ ( ‫جٌٓالـ‬ ‫ً٘ج‬ ًٓٔ ِٓ ‫القك‬ ‫ٚلص‬ ٟ‫ف‬e،f‫فٍق‬ ْ‫أ‬ ‫ق١ع‬ ،ٟ‫ف‬ ‫ِرحٌغ‬ ً‫ذٗى‬ ٗ‫ّٔط‬ ْٛ‫٠ى‬ ) ٌٍّْٛ‫ج‬ ١ّٔ ِٓ ‫ِطؼىو‬ ً‫ٚذٗى‬ ،ٍ١‫ور‬ ً‫ذٗى‬ ٟ‫ٚجٌهحٌؾ‬ ٍٟ‫جٌىجن‬ ‫جٌمًجتف‬ ٟ‫ٔٛػ‬ ٓ١‫ذ‬ ‫جٌٍٓػس‬ ٌٍ٠ٛ‫ضط‬ ‫و١ف١س‬ ‫ٌطٛٞ١ف‬ ‫جألِػٍس‬ ًٖ٘ .ٌ‫جالٔطٗح‬ ٍٜ‫ػ‬ ً٠‫ضؼى‬ ُّ‫ض‬ ‫وّح‬ ‫جٌٛجقىز‬ ‫ٍمً٠فس‬ ‫نٛجٌَِ١س‬cgNEATٟ‫ف‬ ‫جٌالػد‬ ‫ضفٟ١الش‬ ٍٝ‫ػ‬ ‫ذٕحء‬ ‫جٌطحٌ١س‬ ‫جٌٍّقٍس‬ ‫ذٕحء‬ ٜٛ‫ٌّكط‬ .‫جٌّحٞ١س‬ ً‫جٌٍّجق‬
  19. 19. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 18 ً‫جٌٗى‬ ًٖ٘ ٓ١‫٠ر‬‫انالػة‬ ‫نؼة‬ ‫خالل‬ ‫األعهذح‬ ‫ذطٌس‬gameplay‫الػرٛج‬ ‫٠ىطٗف‬ .GAR‫جٌؼى٠ى‬ ‫ج‬ ‫جألٍْكس‬ ًِٓ‫و‬ ‫ذؿحٔد‬ ً‫جٌٗى‬ ٍٙ‫٠ظ‬ .‫ٔفٓٙح‬ ‫جٌٍؼرس‬ ً‫لر‬ ِٓ ‫ٚيٌه‬ ،‫جٌٍؼد‬ ‫أغٕحء‬ ‫و٠ٕحِ١ى١ح‬ ‫ٌّّّٛس‬ ‫ِػال‬ .‫ْالـ‬ ً‫و‬ ٍ٠ٛ‫ٌطط‬ ‫جضهًش‬ ٟ‫جٌط‬ ‫جالْطٕٓحل‬ ‫أؾ١حي‬ ‫ػىو‬ ‫ٌٚٛز‬: ( ‫الشكل‬ ً‫ف‬a،b)‫لمحاربة‬ ‫فعالة‬ ‫تكون‬ ً‫الن‬ ‫جسٌمات‬ ‫من‬ ‫انماط‬ ‫عدة‬ ‫السالح‬ ‫من‬ ‫تنبعث‬ .‫واحد‬ ‫آن‬ ً‫ف‬ ‫األعداء‬ ‫من‬ ‫العدٌد‬ ( ‫الشكل‬ ‫ٌبٌن‬c‫صد‬ ‫أجل‬ ‫من‬ ،‫البداٌة‬ ً‫ف‬ ‫واسع‬ ‫هو‬ ‫والذي‬ ‫محدد‬ ‫نمط‬ ‫ٌبعث‬ ‫سالح‬ ‫نمط‬ ) ‫مسافة‬ ‫بعد‬ ‫واحد‬ ‫جسم‬ ‫على‬ ‫الضرر‬ ‫لٌركز‬ ‫الحق‬ ‫وقت‬ ً‫ف‬ ‫ٌتقاطع‬ ‫ولكن‬ ،‫األعداء‬ ‫أسلحة‬ ( ‫الشكل‬ ‫ّنة.ٌبٌن‬ٌ‫مع‬d.‫الالعب‬ ‫أمام‬ ‫الجسٌمات‬ ‫من‬ ً‫دفاع‬ ‫جدار‬ ‫ٌخلق‬ ) ( ‫الشكل‬e‫على‬ ‫الدوران‬ ‫ٌمكنها‬ ً‫والت‬ ‫موجة‬ ‫شكل‬ ‫على‬ ‫نمط‬ ‫ٌطلق‬ )‫مثل‬ ‫ضخمة‬ ‫عقبات‬ .‫النٌازك‬ ( ‫الشكل‬f‫أسفر‬ ‫مما‬ ،‫العب‬ ‫من‬ ‫الجانبٌن‬ ‫كال‬ ً‫ف‬ ‫الجزٌئات‬ ‫من‬ ً‫دفاع‬ ‫خط‬ ‫إنشاء‬ ‫ٌبٌن‬ ) ً‫دفاع‬ ‫خط‬ ‫عن‬.‫لالعب‬ ‫نٛجٌَِ١س‬ ‫لىٌز‬ ‫ضػرص‬ ‫جٌٕطحتؽ‬ ًٖ٘cgNEATٟ‫ضىط١ى‬ ً‫ذٗى‬ ‫جألٍْكس‬ ِٓ ‫ِؿّٛػس‬ ‫ضٌٛ١ى‬ ٍٝ‫ػ‬ !ً١ٚ‫ٚأ‬ ٟ‫قم١م‬ ً‫ذٗى‬ ‫ِٚف١ى‬ ‫ِطٕٛع‬ ً‫ذٗى‬ ٌٟ‫ٚؾّح‬
  20. 20. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 19 1.1.‫عف‬ ‫إنشاء‬ ‫ذصًْى‬ٌٍ‫انًذر‬ ‫نرٌنْذ‬ ‫يمْذج‬ ‫إجشائْح‬ ‫طشّك‬ ‫ػن‬ ‫فضاء‬ ‫ْنح‬constraint- based procedural content generation (PCG) [ ٟ‫ف‬ ‫جٌىٌجْس‬ ٍٜ‫ضؼ‬2]ٜٛ‫جٌّكط‬ ‫ٌطٌٛ١ى‬ ‫ِم١ىز‬ ‫ئؾٍجت١س‬constraint-based procedural content generation (PCG) ‫جٌٓف١ٕس‬ ُٓ‫ؾ‬ ً‫(ٖى‬ ‫فٟحء‬ ‫ٌٓف١ٕس‬ ُ١ّٛ‫ض‬ ‫إلٔٗحء‬ ‫ْف١ٕس‬ ‫ّْٚحش‬‫جفغ‬ّ‫ى‬ٌ‫ج‬ ‫ٚأٔٛجع‬ ‫جألٍْكس‬ ً‫ِػ‬ ‫جٌفٟحء‬ ‫ٚجْطٍجض١ؿ١حش‬ ‫جٌف١ُ٠حء‬ ٓ‫ػ‬ ٍ‫جٌٕظ‬ ٝ‫ذغ‬ )‫ٚ٠رٌٛٛؾ١ح‬ ٌ‫٠هطح‬ ٌُّّّٛ‫ج‬ ْ‫فا‬ ،‫جٌّمطٍـ‬ ًّ‫جٌؼ‬ ٌ‫إل٠ح‬ ‫ٚفمح‬ .‫جٌم١حوز‬ ‫٠كحٚي‬ ٟ‫ٚجٌط‬ ‫جٌفٟحء‬ ‫ٌٓف١ٕس‬ ‫جٌّططٍرحش‬ ِٓ ‫ِؿّٛػس‬ ‫جٌم١ٛو‬ ٓٓ‫ِك‬constraint optimizer‫ضكم١مٙح‬ ِٓ .‫جٌم١ٛو‬ ‫ٚئٌٞحء‬ ُ‫ض‬ ٟ‫جٌط‬ ‫جٌٕطحتؽ‬‫جالنطرحٌجش‬ ِٓ ‫ػىو‬ ٟ‫ف‬ ‫ػٍ١ٙح‬ ‫جٌكٛٛي‬ ‫ْف١ٕس‬ ْ‫أ‬ ٓ١‫ضر‬ ‫ٚجأل٘ىجف‬ ‫جٌم١ٛو‬ ِٓ ‫ِؿّٛػس‬ َ‫ذحْطهىج‬ ‫ٚجٌرمحء‬ ‫ٚجٌمطحي‬ ‫جٌكٍوس‬ ٟ‫ف‬ ‫ؾ١ىج‬ ‫أوجء‬ ‫ىش‬ٌّٚ ‫جٌفٟحء‬ ‫ذٍٛ٠ح‬ ‫ِمرٌٛس‬ ‫أٔٙح‬ ‫وّح‬ ،‫جٌك١حز‬ ‫ل١ى‬ ٍٝ‫ػ‬visually appealing. ً‫و‬ .‫فٟحء‬ ‫ْف١ٕس‬ ‫ضٌٛ١ى‬ ‫ضٛٞ١ف‬ ٌ‫جٌ١ٓح‬ ٍٝ‫ػ‬ ً‫جٌٗى‬ ٟ‫ف‬ ‫ِكى‬ ١ّٔ ً‫٠ّػ‬ ٌْٛ‫ْالقح‬ ً‫٠ّػ‬ ٍّ‫جألق‬ ٌٍْٛ‫وح‬ ‫و‬ .‫جٌفٟحء‬ ‫ٌٓف١ٕس‬ ‫وجفغ‬ ً‫٠ّػ‬ ‫جألٌَق‬ ٌٍْٛ‫ٚج‬ .‫جٌّىٛٔحش‬ ً‫و‬ ٍٙ‫ضظ‬ ،‫ٌٍّكحوحز‬ ‫ٌمطس‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ ‫جإلؾٍجت١س‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌّؼىٌس‬ ‫جٌفٟحء‬ ‫ْف١ٕس‬ ‫ف١ٙح‬ ٍٙ‫ضظ‬ PCG،ٍّ‫جألق‬ ٌٍْٛ‫ذح‬ ٚ‫جٌؼى‬ ‫ْٚف١ٕس‬ ،ٍ‫جألٚف‬ ٌٍْٛ‫ذح‬ ٌٜ‫ػٛج‬ ْ‫٠ّػال‬ ٓ١‫ٚوٛور‬obstacles‫(ّٚ٘ح‬ ‫جٌىجت‬ٗ‫ضطؿ‬ ًٌٞ‫ٚج‬ ٝ١‫جألذ‬ ٌٍْٛ‫ذح‬ ً‫جٌّّػ‬ ‫ٚجٌٙىف‬ )ْ‫ٍضح‬ .‫جٌفٟحء‬ ‫ْف١ٕس‬ ٖٛ‫ٔك‬
  21. 21. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 20
  22. 22. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 21
  23. 23. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 22 ‫انصانس‬ ‫انفصم‬ ِ‫إجشائ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬ Procedural Content Generation (PCG)
  24. 24. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 23
  25. 25. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 24 1.ِ‫إجشائ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬Procedural Content Generation (PCG) 1.1.‫يمذيح‬ ‫ؼرس‬ٌٍّ‫ج‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ ّٛ٘١‫ئؾٍجت‬ ‫ذطٍق‬ ٟ‫ضٍمحت‬ ً‫ذٗى‬‫س‬‫جٌٍؼرس‬ ‫أؾُجء‬ ‫ؾّ١غ‬ ‫ٕ٘ح‬ ٜٛ‫ذحٌّكط‬ ‫ٚجٌّمٛٛو‬ . ،‫جٌكحٌجش‬ ،ٙٛ‫جٌم‬ ، ً‫جٌٍّجق‬ ،١‫جٌهٍجت‬ ،ّ٠ٌ‫جٌطٟح‬ ً‫ِػ‬ ‫جٌالػد‬ ‫ضؿٍذس‬ ٍٝ‫ػ‬ ٍ‫ضإغ‬ ٟ‫جٌط‬ .‫جٌّطحقس‬ ‫جألٍْكس‬ ،‫جٌىّ١ٍج‬ ٌٛ‫ِٕظ‬ ،‫جٌٍؼرس‬ ‫لٛجػى‬ ، ‫ضكم١مٙح‬ ‫جٌٛجؾد‬ ‫جأل٘ىجف‬ ّٛ‫٠ٙط‬ ‫جألٌؼحخ‬ ِّّٟٛ ِٓ ً‫ضؿؼ‬ ‫أْرحخ‬ ‫ػىز‬ ‫٠ٛؾى‬‫ذـ‬ ْPCG8 1.‫انزاكشج‬ ‫إعريالن‬ ‫ضؼطّى‬ ٟ‫جٌط‬ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ١‫ٞغ‬ ٓ‫ف١ّى‬ ‫جٌـ‬ ٍٝ‫ػ‬PCGٜٛ‫جٌّكط‬ ‫ً٘ج‬ ً‫ؾؼ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ،‫جٌكحؾس‬ ‫ػٕى‬ ‫ئال‬ ٖ‫ضٌٛ١ى‬ ُ‫٠ط‬ ‫ٚال‬ ،ٍَٛ‫ِؼ‬ ٍ١‫غ‬ ‫جٌفٟحء‬ ‫ٌؼرس‬ ‫يٌه‬ ٍٝ‫ػ‬ ‫ِٚػحي‬Elite (Acornsoft 1984)‫ئوجٌز‬ ‫جْطح٠ؼص‬ ٟ‫جٌط‬ ‫ال‬ ‫يجوٍز‬ ‫ذاْطٙالن‬ َٛ‫جٌٕؿ‬ ‫ِؿّٛػحش‬ ‫ِثحش‬ ٍٗ‫ػ‬ ٜ‫٠طؼى‬ً١‫ضّػ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌى١ٍٛذح٠طحش‬ ‫جش‬ .َ‫أٌلح‬ ‫ذّؿّٛػس‬ ‫وٛود‬ ٚ‫ج‬ ُ‫ٔؿ‬ ً‫و‬ 1.ًُ‫ّذ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫إلنشاء‬ ‫انًانْح‬ ‫انركانْف‬ ‫ذٌفْش‬ ً‫ِػ‬ ‫ضطر١محش‬ َ‫ذاْطهىج‬ َٛ‫ضم‬ ‫جٌّؼحٍٚز‬ ‫جألٌؼحخ‬ ِٓ ‫جٌؼى٠ى‬SpeedTree[5]‫إلٔٗحء‬ .‫ِؼحِالش‬ ‫ِؿّٛػس‬ ٍ١١‫ضغ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ف١ٙح‬ ‫جٌطؿٛي‬ ‫جٌالػد‬ ‫٠ٓطط١غ‬ ‫ٞهّس‬ ‫ِٕح٠ك‬ 1.‫األنؼاب‬ ‫ين‬ ‫جذّذج‬ ‫أنًاط‬ ‫تناء‬ ‫ٌٛلص‬ ‫ؾ١ى‬ ‫ٚذاوجء‬ ‫ٍِٚكٛظ‬ ٍ١‫ور‬ ً‫ذٗى‬ ‫ِكطٛج٘ح‬ ٍ١‫ضغ‬ ‫أٌؼحخ‬ ‫ذٕحء‬ ‫ذاِىحٕٔح‬ ْ‫وح‬ ْ‫ئ‬ ٍٗ‫ٌؼ‬ (ً١‫جٌطٕف‬Real time)١ٌّٕ‫ج‬ ‫ً٘ج‬ ً‫ِػ‬ ‫ذٕحء‬ ٓ‫أِى‬ ْ‫ئ‬ .‫ٌٙح‬ ‫ٔٙح٠س‬ ‫٠ٛؾى‬ ‫ال‬ ‫أٌؼحخ‬ ‫ذٕحء‬ ٓ‫ألِى‬ ٗ‫ٌؼر‬ ١ّٔ ٚ‫(أ‬ ٓ١‫ِؼ‬ ‫الػد‬ ‫يٚق‬ ُ‫ٌ١الت‬ ‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ً٠‫ٚضؼى‬ ‫جألٌؼحخ‬ ِٓ‫ٌُ٠حوز‬ ٝ‫قط‬ ٚ‫أ‬ ) ً‫ذٗى‬ ‫ٌؼرٙح‬ ‫ئػحوز‬ ٓ‫٠ّى‬ ‫أٌؼحخ‬ ٟ٘ ‫جٌٕط١ؿس‬ ْٛ‫ْطى‬ )‫جالٔىِحؾ١س‬ ،ٞ‫(جٌطكى‬ ‫جٌالػد‬ ‫ضؿٍذس‬ .ُ‫وجت‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ٍ١١‫ٚضغ‬ ‫جٌطى١١ف‬ ٍٝ‫ػ‬ ‫ٌمىٌضٙح‬ ٟ‫الٔٙحت‬
  26. 26. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 25 4.‫انًصًًْن‬ ‫هح‬ّْ‫يخ‬ ‫ذجاًص‬ ٌَِٟ‫نٛج‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ذطٌٛ١ى‬ ٓ‫ٌٚى‬ ،ٓ١ٌّّّٛ‫ج‬ ‫ٌّه١ٍس‬ ٓ١ٌ٘ ٛ٘ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ‫(ال‬ ٟ‫ػٗٛٚجت‬ٍٝ‫ػ‬ ًٛ‫ٔك‬ ‫لى‬ ‫فإٔح‬ ‫ٕٙؽ‬َُِّ )ٟ‫جٌكٍف‬ ٕٝ‫ذحٌّؼ‬ ٟ‫ػٗٛجت‬ ٌٖ‫جػطرح‬ ٓ‫٠ّى‬ .ٗ‫ٔطٛلؼ‬ ٓ‫ٔى‬ ٌُ ٜٛ‫ِكط‬ 1.1.ِ‫انرهمائ‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫ألغاو‬ ‫جٌـ‬ ْ‫أ‬ ِٓ ُ‫ذحٌٍغ‬PCG،‫ِىز‬ ًِٕ ‫ضكم١مٙح‬ ‫جألٌؼحخ‬ ِٓ ‫جٌؼى٠ى‬ ‫أْططحػص‬ ‫ِ١ُز‬ ٛ٘ ‫جٌّهطٍفس‬ ٌٗ‫ذأٖىح‬ ‫جٌّؿحي‬ ‫ً٘ج‬ ٟ‫ف‬ ‫ٌٍركع‬ ٙٛ‫ِطه‬ ّٟ٠‫أوحو‬ ‫ِؿطّغ‬ ‫ال٠ٛؾى‬ ٗٔ‫ج‬ ‫ئال‬ٍ١١‫ذحٌطغ‬ ‫ذىء‬ ‫جٌٛجلغ‬ ‫ً٘ج‬ ٓ‫ٌى‬ . ِٓ ‫جٌؼى٠ى‬ ‫ئ٠ؿحو‬ ُ‫ض‬ ‫ق١ع‬ ‫فّإنٍج‬mailing List[6]،IEEE CIS Task Force [7]‫ٌٖٚس‬ ، [ ًّ‫ػ‬6[ ٟ‫ٚٚ٠ى‬ ،]7‫ً٘ج‬ ٕ‫ضٕحل‬ ‫ِطهٛٛس‬ ‫وطد‬ ‫ال٠ٛؾى‬ ٕٗ‫ٌى‬ ،‫جٌّٛٞٛع‬ ‫ًٌٙج‬ ٙٛ‫ِه‬ ] .‫جٌّؿحي‬ ٟ‫ف‬ ‫جألْحْ١س‬ ُ١٘‫جٌّفح‬ ِٓ ‫جٌؼى٠ى‬ ٍٝ‫ػ‬ ‫جٌٟٛء‬ ١ٍٓ٠ ٌٟ‫جٌطح‬ ُٓ‫جٌم‬PCG. 1.1.‫انرطٌّش‬ ‫أشناء‬ ‫ًانثناء‬ ‫انًثاشش‬ ‫انثناء‬ ‫ٍِقٍس‬ ‫أغٕحء‬ ٚ‫أ‬ ،‫جٌٍؼد‬ ‫أغٕحء‬ ٌٞٛ‫ٚف‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ‫ٍٔ٠ى‬ ‫وٕح‬ ‫ئيج‬ ‫ف١ّح‬ ‫ضكى٠ى‬ ‫٠ؿد‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ َٛ‫ضم‬ ،‫ذٕحء‬ ٌٝ‫ئ‬ ‫الػد‬ ً‫٠ىن‬ ‫ػٕىِح‬ ٍٖ‫جٌّرح‬ ‫جٌطٌٛ١ى‬ ٍٝ‫ػ‬ ‫فّػحي‬ .‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ِ ٓ‫ضى‬ ٌُ ٟ‫جٌط‬ ‫ٌٍرٕحء‬ ‫جٌىجنٍ١س‬ ‫جٌرٕ١س‬ ‫ذأٗحء‬‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ‫أغٕحء‬ ‫ذحٌطٌٛ١ى‬ ‫ٔمٛى‬ ‫ذ١ّٕح‬ .ً‫لر‬ ِٓ ‫ٛؾٛوز‬ ‫أغٕحء‬ ٗ١ٍ‫ػ‬ ً٠‫ذحٌطؼى‬ ٛ٘ َٛ‫٠م‬ ٚ ٜٛ‫ٌٍّكط‬ ‫ِؼ١ٕس‬ ‫ذٕ١س‬ ٌُّّٛ‫ج‬ ٍٝ‫ػ‬ ‫ضمطٍـ‬ ‫جٌطٌٛ١ى‬ ‫نٛجٌَِ١س‬ ْ‫أ‬ ١‫نٍجت‬ ‫ذألطٍجـ‬ َ‫ِهى‬ َٛ‫٠م‬ ْ‫أ‬ ٓ‫جٌّّى‬ ّٓ‫ف‬ .ٓ١‫جألٍْٛذ‬ ٓ١‫ذ‬ ١ْٚ ً‫ق‬ ‫٠ٛؾى‬ .‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ‫ٍِقٍس‬ ‫ذٕح‬ ٓ١‫الػر‬ ‫ِؿّٛػس‬ ٚ‫أ‬ ‫ٌالػد‬ ‫ؾى٠ىز‬.ُٙ‫ٌؼر‬ ١ّٔ ٓ‫ػ‬ ‫ِٓرمح‬ ‫ؾّؼٙح‬ ُ‫ض‬ ‫ِؼٍِٛحش‬ ٍٝ‫ػ‬ ‫ء‬ 1.4.ُ‫اإلخرْاس‬ ٌٍ‫ًانًذر‬ ُ‫انضشًس‬ ٌٍ‫انًذر‬ ٛ٘ ٌٌٍٟٞٚ‫ج‬ ٜٛ‫جٌّكط‬ .‫ئنط١حٌ٠ح‬ ٚ‫أ‬ ‫ٌٍٞٚ٠ح‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬ ‫جٌٌّٛى‬ ٜٛ‫جٌّكط‬ ‫ضٕٛ١ف‬ ٓ‫٠ّى‬ ‫جٌٛجؾد‬ ٌُ‫جٌّؼح‬ ً‫ِػ‬ ‫ضكم١مٙح‬ ‫جٌٛجؾد‬ َ‫ٚجٌّٙح‬ ‫جٌٍؼرس‬ َ‫ئضّح‬ ِٓ ْٛ‫جٌالػر‬ ٓ‫ٌ١طّى‬ ٖ‫ضٛجؾى‬ ‫جٌّطٍٛخ‬ ‫أ‬ ‫َ٠حٌضٙح‬ٛ٘ ٌٞ‫جإلنط١ح‬ ٜٛ‫جٌّكط‬ ‫ف١ّح‬ .‫ضطٛجؾى‬ ْ‫أ‬ ‫ذى‬ ‫ال‬ ٟ‫جٌط‬ ‫جٌمٛجػى‬ ٚ‫أ‬ ،‫لطٍٙح‬ ‫جٌٛجؾد‬ ٔٛ‫جٌٛق‬ ٚ ‫٠ؼى‬ ٟ‫جٌط‬ ٌُ‫جٌّؼح‬ ٚ‫أ‬ ‫جٌّٕحَي‬ ٚ‫ج‬ ‫جألٍْكس‬ ً‫ِػ‬ .ٗ‫ِؼ‬ ً‫٠طفحػ‬ ‫ٚال‬ ٕٗ‫ػ‬ ‫٠رطؼى‬ ْ‫أ‬ ‫ػد‬ ّ‫جٌال‬ ‫٠ٓطط١غ‬ ًٌٞ‫ج‬ ‫و‬ ‫ٚك١كح‬ ْٛ‫٠ى‬ ْ‫أ‬ ‫٠ؿد‬ ٌٌٍٟٞٚ‫ج‬ ٜٛ‫جٌّكط‬ ْ‫أ‬ ٓ١٠ٛ‫جٌّكط‬ ٓ١‫ذ‬ ‫ٕ٘ح‬ ‫جٌفحٌق‬ .‫ئنط١حٌ٠ح‬ ‫ونٌٛٙح‬.‫جتّح‬ ‫٠ٓطط١غ‬ ‫ال‬ ‫ِح‬ ‫ٌٓرد‬ ٓ‫ٌٚى‬ ٓ١‫ِؼ‬ ‫٘ىف‬ ‫ٌططكم١ك‬ ٗ‫َ٠حٌض‬ ‫٠ؿد‬ ٍُ‫ِؼ‬ ‫ضٌٛ١ى‬ ُ‫٠ط‬ ْ‫أ‬ ‫جٌّمرٛي‬ ٍ١‫غ‬ ِٓ ٞ‫أ‬
  27. 27. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 26 ٚ‫أ‬ َ‫ٌالْطهىج‬ ‫لحذٍس‬ ٍ١‫غ‬ ‫أٍْكس‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ْ‫أ‬ ‫ٌٍهٛجٌَِ١س‬ ‫ّٔٓف‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫ذ١ّٕح‬ .ٌٗٛ‫ون‬ ‫جٌالػد‬ ‫جٌٓالـ‬ ‫ذاٌمحء‬ َٛ‫٠م‬ ْ‫أ‬ ‫ذرٓح٠س‬ ‫جٌالػد‬ ‫ذاْططحػس‬ ْ‫وح‬ ‫ئيج‬ ٕٝ‫ٌّر‬ ٟ‫ِٕطم‬ ٍ١‫غ‬ ُ١ّٛ‫ض‬ٌ‫ٚئنط١ح‬ ‫ؾحٔرح‬ .ٍٖ١‫غ‬ ‫َٚ٠حٌز‬ ‫جٌغٍ٠د‬ ٕٝ‫جٌّر‬ ِٓ ‫جٌهٍٚؼ‬ ٚ‫أ‬ ٍٖ١‫غ‬ 1.3.‫انًؼايالخ‬ ٓ‫٠ّى‬ ‫قى‬ ٞ‫أ‬ ٌٝ‫ئ‬ ٌ‫جإلػطرح‬ ٓ١‫ذؼ‬ ً‫جألن‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ٜٛ‫ِكط‬ ‫ضٌٛ١ى‬ ٟ‫نٛجٌَِ١١ط‬ ٓ١‫ذ‬ ُ١١ّ‫جٌط‬ ٓ‫٠ّى‬ ‫ِْٛغ‬ ٜٛ‫ِكط‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ‫نٛجٌَِ١حش‬ ‫ؾّ١غ‬ .‫ّس‬١َِ‫نٌٛج‬ ً‫و‬ ‫ذّؼحِالش‬ ‫جٌطالػد‬ ٜٛ‫ِكط‬ ِٓ ‫ئٔطاللح‬‫ذًٌز‬ ً‫ضأن‬ ْ‫أ‬ ‫ٌهٛجٌَِ١س‬ ٓ‫ف١ّى‬ .٠ٛ‫ِٟٚغ‬ ٍ١‫ٚغ‬(seed)‫ضٌٛ١ى‬ ‫ٌهٛجٌَِ١س‬ ‫جألذؼحو‬ ‫ِطؼىو‬ ‫ٖؼحع‬ ً‫ضمر‬ ْ‫أ‬ ٍٜ‫أن‬ ‫ٌهٛجٌَِ١س‬ ٓ‫٠ّى‬ ‫ف١ّح‬ ،‫ضٓطهىِٙح‬ ٟ‫جٌط‬ ‫جٌؼٗٛجت١س‬ َ‫جألٌلح‬ .ٖ‫ذٕحؤ‬ ‫جٌٛجؾد‬ ٜٛ‫جٌّكط‬ ‫٠ٛٚف‬ ١١ْٛ‫و‬ 1.3.‫انًذذد‬ ‫ًانرٌنْذ‬ ِ‫انؼشٌائ‬ ‫انرٌنْذ‬ ‫ذ‬ ٜٛ‫جٌّكط‬ ‫ذٕحء‬ ‫نٛجٌَِ١حش‬ ‫ف‬ّٕٛٔ ْ‫أ‬ ‫ٔٓطط١غ‬‫جٌّمٛٛو‬ .ٌ‫جألػطرح‬ ٓ١‫ذؼ‬ ٜٛ‫جٌّكط‬ ‫ػٗٛجت١س‬ ً‫أن‬ ‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ًٙ‫ف‬ ‫ٍِز‬ ِٓ ٍ‫جوػ‬ ‫ٚضٕف١ً٘ح‬ ‫جٌهٛجٌَِ١حش‬ ّ‫ٌٕف‬ ‫جٌّؼحِالش‬ ّ‫ٔف‬ ٍ٠ٍّ‫ذط‬ ٗٔ‫أ‬ ‫ٕ٘ح‬ ‫جٌّطؼٍمس‬ ‫جٌّؼحِالش‬ ّ‫ٔف‬ ٍ٠ٍّ‫فرط‬ ‫ِكىوز‬ ‫جٌهٛجٌَِ١س‬ ‫وحٔص‬ ْ‫فا‬ .‫ِهطٍف‬ َ‫أ‬ ‫ِططحذك‬ ْٛ‫ْ١ى‬ ‫جٌٕظ‬ ٝ‫ذغ‬ ‫جٌٕحضؽ‬ ّ‫ٔف‬ ٍٝ‫ػ‬ ًٛ‫ْٕك‬ ‫جٌهٛجٌَِ١س‬ ُ١ّٛ‫ذط‬ّ‫ػى‬ ٝ‫ػ‬ ً١‫جٌطٕف‬ ‫ٍِجش‬ ‫ػىو‬ ٓ‫ػ‬ ٍ .)‫جٌؿ١ٕ١س‬ ‫جٌهٛجٌَِ١حش‬ ً‫(ِػ‬ ‫ػٗٛجت١س‬ ‫جٌهٛجٌَِ١س‬ ‫وحٔص‬ ‫ئيج‬ ‫ف١ّح‬ ‫جٌكحي‬ 1.3.ِ‫اتن‬ ‫خٌاسصيْح‬-‫اءج‬ّ‫ن‬‫انث‬ ‫ًانخٌاسصيْاخ‬ ‫اخرثش‬ ،‫جٌرٕحءز‬ ‫جٌهٛجٌَِ١س‬ ٛ٘ ٓ١‫نٛجٌَِ١ط‬ ٓ١‫ذ‬ ُ١ّ‫ٌٍط‬ ِٗ‫جْطهىج‬ ٓ‫٠ّى‬ ًٌٞ‫ج‬ ٍ١‫جألن‬ ٌ‫جٌّؼ١ح‬ ٟٕ‫جذ‬ ‫ِرىأ‬ ‫ضؼطّى‬ ٟ‫جٌط‬ ‫ٚجٌهٛجٌَِ١س‬-.ٍ‫جنطر‬ ‫جٌطكمك‬ ‫ػٍ١ٙح‬ ٓ‫ٌٚى‬ .‫يٌه‬ ‫ػٕى‬ ٟٙ‫ٚضٕط‬ ٜٛ‫جٌّكط‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ‫وحٔص‬ ‫ئيج‬ ‫ذٕحءز‬ ‫ِح‬ ‫نٛجٌَِ١س‬ ْ‫ذأ‬ ٍ‫ٔؼطر‬ ٟٕ‫جذ‬ ‫نٛجٌَِ١س‬ .‫جٌرٕحء‬ ‫ػٍّ١س‬ ‫أغٕحء‬ ‫ِمرٛال‬ ٚ‫أ‬ ‫ٚك١كح‬ ٜٛ‫جٌّكط‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬-‫ذرٕحء‬ َٛ‫ضم‬ ٍ‫ئنطر‬ ١‫ف‬ ‫ضطكمك‬ ‫فّػال‬ ٠ٍٖٚ ‫ِؿّٛػس‬ ‫٠ٛجفك‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬ ‫ذحٌطكمك‬ َٛ‫ضم‬ ُ‫ٚغ‬ ،ٓ١‫ِؼ‬ ٜٛ‫ِكط‬ْ‫وح‬ ‫ئيج‬ ‫ّح‬ ‫ٚفحش‬ ‫ضكمك‬ ٌ‫جألٖؿح‬ ‫وحٔص‬ ‫ئيج‬ ‫ف١ّح‬ ٚ‫أ‬ ،ٓ١‫ِؼ‬ ‫ذطٛي‬ ‫ٚجٌّهٍؼ‬ ً‫ٚجٌّىن‬ ‫ِح‬ ٍُ‫ِؼ‬ ٓ١‫ذ‬ ‫جٌطٍ٠ك‬ ٌٟ‫جٌكح‬ ٜٛ‫جٌّكط‬ ِٓ ‫ؾُء‬ ٚ‫أ‬ ‫ؾّ١غ‬ ‫ضٌٛ١ى‬ ‫ذاػحوز‬ َٛ‫ضم‬ ‫فأٙح‬ ًٗ‫جٌف‬ ‫قحي‬ ٟ‫ف‬ .ٝ‫ِؼط‬ ‫ِؿحي‬ ّٓٞ .‫ِمرٛي‬ ٜٛ‫ِكط‬ ٍٝ‫ػ‬ ًٛ‫ٔك‬ ٝ‫قط‬ ‫جٌؼٍّ١س‬ ٌٍ‫ٚضى‬
  28. 28. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 27 1.3.‫ح‬ّْ‫انثذص‬ ‫شق‬ّ‫ط‬‫ان‬ ‫تاعرخذاو‬ ‫انًٌنذ‬ ٌٍ‫انًذر‬ ٟٕ٘ٚ‫جذ‬ ‫٠ٍ٠مس‬ ِٓ ‫نحٚس‬ ‫قحٌس‬ ٛ-8‫جٌطحٌ١س‬ ٠ٌٍٚٗ‫ج‬ ‫ٚ٠كمك‬ ٍ‫جنطر‬ ٚ‫أ‬ ‫ٚق١ىز‬ ‫ل١ّس‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ٚيٌه‬ .ٝ‫ِؼط‬ ٜٛ‫ِكط‬ ‫ؾٛوز‬ ‫ذطكى٠ى‬ َٛ‫٠م‬ ٌ‫ئنطرح‬ ‫ضحذغ‬ ‫٠ٛؾى‬ ‫جٌىفحءز‬ ‫ضحذغ‬ ‫ذـ‬ ‫ذحٌؼحوز‬ ٝ‫٠ىػ‬ ‫جٌطحذغ‬ ‫ً٘ج‬ ً‫ِػ‬ .‫جٌكم١م١س‬ ُ١‫جٌم‬ ِٓ ‫ٖؼحع‬(Fitness Function).‫ذحٌىفحءز‬ ّْٗ‫ج‬ ٝ‫ِؼط‬ ً‫ٌك‬ ٗ‫٠ّٕك‬ ًٌٞ‫ج‬ ُ‫ٚجٌٍل‬ ‫جٌطٍ٠مس‬ ًٖ٘ .‫ْحذك‬ ً‫ٌك‬ ‫جٌّؼطحز‬ ‫جٌىفحءز‬ ٍٝ‫ػ‬ ْٟ‫أْح‬ ً‫ذٗى‬ ‫٠ؼطّى‬ ‫ؾى٠ى‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ .‫جٌؼحٌ١س‬ ‫وفحءز‬ ٚ‫ي‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ٌٝ‫ئ‬ ‫ضٙىف‬ ( ‫ضطٛ٠ٍ٠س‬ ‫نٛجٌَِ١حش‬ َ‫ضٓطهى‬ ‫القمح‬ ‫ٍْٕو٘ح‬ ٟ‫جٌط‬ ‫جألِػٍس‬ ‫ؾّ١غ‬Evolutionary Algorithm) ‫ِؿ‬ ٍٝ‫ػ‬ ‫جٌططٛ٠ٍ٠س‬ ‫جٌهٛجٌَِ١حش‬ ‫ضؼطّى‬ .ٜٛ‫جٌّكط‬ ٓ‫ػ‬ ‫ٌٍركع‬ ‫وأوجز‬‫جٌّكطٍّس‬ ‫جٌكٍٛي‬ ِٓ ‫ّٛػس‬ ‫ٚفمح‬ ‫ضٍ٠ط١رٙح‬ ُ‫ٚ٠ط‬ ‫جٌىفحءز‬ ‫ضحذغ‬ َ‫ذحْطهىج‬ ‫جٌكٍٛي‬ ًٖ٘ ُ١١‫ضم‬ ُ‫٠ط‬ ً١‫ؾ‬ ً‫و‬ ٟ‫ف‬ .‫جًٌجوٍز‬ ٟ‫ف‬ ‫ِهُٔس‬ ‫ضٍه‬ ‫ذحْطػٕحء‬ ،‫جٌؿ١ىز‬ ‫جٌكٍٛي‬ ِٓ ‫ذٕٓم‬ ‫ٚجْطرىجٌٙح‬ ‫جٌّؿّٛػس‬ ِٓ ‫قًفٙح‬ ُ‫٠ط‬ ‫جٌكٍٛي‬ ‫أْٛء‬ .‫ٌىفحءضٙح‬ ِ‫و‬ ُ‫ض‬ ٚ‫ج‬ )‫ٌطفٍجش‬ ‫(ضؼٍٞص‬ ٟ‫ػٗٛجت‬ ً‫ذٗى‬ ‫ضؼى٠ٍٙح‬ ُ‫ض‬ ٟ‫جٌط‬ِٓ ّ١ٌ .ٍٜ‫جن‬ ‫قٍٛي‬ ‫ِغ‬ ‫ؿٙح‬ َ‫ئْطهىج‬ ٓ‫جٌّّى‬ ّٓ‫ف‬ .ٍٞٛ‫ق‬ ً‫ذٗى‬ ‫ضطٛ٠ٍ٠س‬ ‫نٛجٌَِ١حش‬ َ‫جْطهىج‬ ُ‫٠ط‬ ْ‫أ‬ ‫جٌٌٍٟٚز‬ ٝ‫ذغ‬ ‫غحٌرح‬ ‫ٔفٓٙح‬ ٟ٘ ‫جٌكٍٛي‬ ً١‫ضّػ‬ ‫٠ٍ٠مس‬ ْ‫ج‬ ٍٖ‫يو‬ ٍ٠‫جٌؿى‬ ِٓٚ .ٍٜ‫جن‬ ‫ذكع‬ ‫نٛجٌَِ١حش‬ .‫جٌّٓطهىِس‬ ‫جٌركع‬ ‫نٛجٌَِ١س‬ ٓ‫ػ‬ ٍ‫جٌٕظ‬ 1.3.‫تذصْح‬ ‫خٌاسيْاخ‬ ‫تإعرخذاو‬ ‫انًٌنذ‬ ٌٍ‫انًذر‬ ‫ػن‬ ‫أيصهح‬ ‫ٚٔكحٚي‬ ‫ذكػ١س‬ ‫نٛجٌَِ١حش‬ َ‫ذاْطهىج‬ ‫ىز‬ٌٌّّٛ‫ج‬ ‫جألِػٍس‬ ِٓ ‫ِؿّٛػس‬ ٌٝ‫ئ‬ ُٓ‫جٌم‬ ‫ً٘ج‬ ٟ‫ف‬ ٍٜ‫ْٕطؼ‬ .‫ػٍ١ٙح‬ ‫ْحذمح‬ ٕٗ‫ػ‬ ‫ضكىغٕح‬ ‫ِح‬ ٠‫ئْمح‬ 1.13.‫تـ‬ ‫شثْيح‬ ‫ألنؼاب‬ ‫لٌاػذ‬ ‫يجًٌػح‬Pac-Man [ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫قٓد‬7َ‫لح‬ .](Togelius and Schmidhbuer)‫ذٕحء‬ ُ‫ض‬ .‫ضؿٍذس‬ ‫ذرٕحء‬ ً‫ذٗى‬ )ٌٍٞٚٞ ٜٛ‫(ِكط‬ ‫لٛجػى‬ ‫ِؿّٛػس‬Offlineً١ّ‫ػ‬ ‫ذطكٍ٠ه‬ ‫جٌالػد‬ ُ‫٠م‬ ‫ق١ع‬ .‫ٖرىس‬ ‫ٌٍؼرس‬ ‫ٌؼرس‬ ٗ‫ضٗر‬ ‫ذطٍ٠مس‬Pac-Man‫ِهطٍفس‬ ْ‫أٌٛج‬ ِٓ ٜ‫ٚأغٍج‬ ْ‫ؾىٌج‬ ‫ِؿّٛػس‬ ٍٝ‫ػ‬ ٞٛ‫ضكط‬ ‫جٌٗرىس‬ . ٛ‫جٌم‬ ‫قٓد‬ ٍٝ‫ػ‬ ‫ِؼحو٠س‬ ٚ‫أ‬ ‫ٚى٠مس‬ ‫ٖهٛ١حش‬ ٚ‫أ‬ ،‫جٌطمح٠ٙح‬ ‫٠ؿد‬ ‫لطغ‬ ‫أٔٙح‬ ٍٝ‫ػ‬ ‫فّٙٙح‬ ٓ‫٠ّى‬‫جػى‬ ٍ١‫ضأغ‬ ً‫٠ّػ‬ ‫غحذص‬ ُ‫قؿ‬ ٚ‫ي‬ ‫ِؼحِالش‬ ‫ٖؼحع‬ ً‫ٖى‬ ٍٝ‫ػ‬ ‫جٌمٛجػى‬ ‫ِؿّٛػس‬ ً١‫ضّػ‬ ُّ‫ض‬ .‫جٌّطٌٛز‬ ‫ِؿّٛػس‬ ً١‫ضّػ‬ ٓ‫٠ّى‬ .‫ٍْٛوٙح‬ ‫ّف‬ٚٛ٠ ٗٔ‫أ‬ ‫وّح‬ ً١ّ‫جٌؼ‬ ‫ِغ‬ ٚ‫أ‬ ‫ذؼٟٙح‬ ‫ِغ‬ َ‫ضطٛحو‬ ‫ػٕىِح‬ ٜ‫جألغٍج‬
  29. 29. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 28 ‫ّٛٞؼحش‬ّ‫ط‬ٌ‫ج‬ ‫ذحْطػٕحء‬ ‫جٌّكىو‬ ‫جٌٕٛع‬ ِٓ ْ‫وح‬ ‫جٌؿ١ٕٛضح٠د‬ .‫جٌطٍ٠مس‬ ‫ً٘ج‬ ً‫ذّػ‬ ‫جألٌؼحخ‬ ِٓ ‫ؾ١ىز‬ ‫جإلذطى‬.ٌٍّْ‫ج‬ ٟ‫جٌّكحو‬ ‫جٌٕٛع‬ ِٓ ْ‫وح‬ ُ١١‫جٌطم‬ ‫ضحذغ‬ .‫جت١س‬ 1.11.‫ٌدح‬ّ‫ه‬‫ان‬ ‫ألنؼاب‬ ‫لٌاػذ‬ ‫يجًٌػح‬ [ ‫جٌىٌجْس‬ ‫قٓد‬11َ‫لح‬ ‫فمى‬ ]Browneً‫ذٗى‬ ‫جٌٌٍٟٚ٠س‬ ‫جٌمٛجػى‬ ٍ٠ٛ‫ٌطط‬ َ‫ٔظح‬ ‫ذرٕحء‬ َ‫لح‬ Offlineٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جألٌؼحخ‬ ‫لٛجػى‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌؿ١ٕ١س‬ ‫جٌرٍِؿس‬ َ‫ذحْطهىج‬ ‫جٌٍٛق١س‬ ‫ٌألٌؼحخ‬ ( ‫ضؼر١ٍجش‬ ٌ‫وأٖؿح‬Expression Treesً١‫ذطّػ‬ ‫ضّٓف‬ ‫ّس‬١‫جٌٛٚف‬ ‫جٌٍغس‬ ًٖ٘ .‫ٚٚف١س‬ ‫ٌغس‬ َ‫ذحْطهىج‬ ) ،‫ِؼىٌس‬ ‫وحٔص‬ ‫جْطهىِٙح‬ ٟ‫جٌط‬ ‫جٌهٛجٌَِ١س‬ .‫ٖٙ١ٍز‬ ‫أٌؼحخ‬ ‫ف١ٙح‬ ‫ذّح‬ ‫ٛق١س‬ٌٍّ‫ج‬ ‫جألٌؼحخ‬ ِٓ ‫ٌؼىو‬ ‫جٌمٛجػى‬ ‫أٌٚٛ٠س‬ ُٙ‫ِٕٚك‬ ُٙ١ٍ‫ػ‬ ‫قحفع‬ ‫ٚئّٔح‬ ًِ‫وح‬ ً‫ذٗى‬ ُِٕٙ ٍٙ‫جٌطه‬ ُ‫٠ط‬ ٌُ ‫جٌّٕهفٟس‬ ‫جٌىفحءز‬ ٚٚ‫ي‬ ‫فحألذٕحء‬ ‫ٚي‬ ‫ِٕهفٟس‬ُ١١‫ضم‬ ‫ضحذغ‬ ِٓ ١١ٍ‫ن‬ ْ‫وح‬ ُ١١‫م‬ّ‫ط‬ٌ‫ج‬ ‫ضحذغ‬ .‫جٌكٍٛي‬ ‫ِؿّٛػس‬ ‫ضٕٛع‬ ٍٝ‫ػ‬ ‫جٌكفحظ‬ ً‫أؾ‬ ِٓ ‫ٌه‬ .‫غحذص‬ ٟ‫ِكحو‬ ُ١١‫ضم‬ ‫ٚضحذغ‬ ٍٖ‫ِرح‬ 1.11.‫انغثاق‬ ‫ألنؼاب‬ ‫يغاساخ‬ [ ‫جٌىٌجْس‬ ‫قٓد‬11َ‫لح‬ ‫فمى‬ ،]Togelius et alَ‫ٔظح‬ ‫ذرٕحء‬online/offline‫ذطٌٛ١ى‬ َٛ‫٠م‬ ‫قٓد‬ ٌٍٞٚٞ ٍ١‫غ‬ ٚ‫أ‬ ٌٍٞٚٞ ٜٛ‫ِكط‬ ْٛ‫٠ى‬ ‫(لى‬ ‫ِٓحٌجش‬‫أٌؼحخ‬ ً‫أؾ‬ ِٓ )‫جٌٍؼرس‬ ُ١ّٛ‫ض‬ ُ‫٠ط‬ ُ‫غ‬ ِٓٚ .‫غحذص‬ ‫٠ٛي‬ ٚ‫ي‬ ‫ِؼحِالش‬ ‫ٖؼحع‬ َ‫ذاْطهىج‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جٌّٓحٌجش‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌٓرحق‬ َ‫ذاْطهىج‬ ‫جٌٗؼحع‬ ‫ً٘ج‬ ‫ضٍؾّس‬b-splines‫ِٕك١حش‬ ِٓ ‫(ِؿّٛػس‬Bezierٌ‫ِٓح‬ ‫ّف‬ٍ‫ضؼ‬ ٟ‫جٌط‬ ) ١ٟ‫ضف‬ ٟ‫ٚ٠ٍجػ‬ ‫جٌؿحِى‬ ٟ‫جٌّكحو‬ ‫جٌٕٛع‬ ِٓ َ‫جٌّٓطهى‬ ُ١١‫م‬ّ‫ط‬ٌ‫ج‬ ‫ضحذغ‬ .‫جٌكٍرس‬ٜٛ‫ِكط‬ ‫إلٔٗحء‬ ‫جٌالػد‬ ‫الش‬ ُ‫جٌطكى‬ ُ‫٠ط‬ ‫ْ١حٌز‬ ً‫ٖى‬ ٍٝ‫ػ‬ ً١ّ‫ػ‬ َ‫ذحْطهىج‬ ّٗ١١‫ضم‬ ُ‫ض‬ ًّ‫ِكط‬ ٌٛ‫ِط‬ ٜٛ‫ِكط‬ ً‫و‬ .ٗ‫يٚل‬ ‫ِغ‬ ٖٝ‫٠طّح‬ ٌ‫جٌّٓح‬ ‫وفحءز‬ .‫ٌٍٓ١حٌز‬ ْ‫جإلٔٓح‬ ‫ل١حوز‬ ‫ٍْٛن‬ ٟ‫ٌطكحو‬ ‫ِٓرمح‬ ‫ضىٌ٠رٙح‬ ُ‫ض‬ ‫ػٛرٛٔ١س‬ ‫ٖرىس‬ َ‫ذحْطهىج‬ ‫ف١ٙح‬ ‫ج‬ ‫جٌٍٓػس‬ ٓ١‫ذ‬ ‫جٌفٍق‬ 8ٌ‫جٌّّٟح‬ ٍٝ‫ػ‬ ‫جٌٓ١حٌز‬ ‫أوجء‬ ٍٝ‫ػ‬ ‫ضؼطّى‬َ‫مى‬ّ‫ط‬ٌ‫ج‬ ٌ‫ِمىج‬ ،ٍٜ‫ٚجٌٛغ‬ ّٝ‫ٌؼظ‬ .ٌ‫جٌّّٟح‬ ٍٝ‫ػ‬ ٍَ‫جٌّك‬
  30. 30. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 29 1.11.‫فضاء‬ ‫نهؼثح‬ ‫أعهذح‬ ‫ذطٌّش‬ َ‫لح‬Hastings et al [3].‫ذكػ١س‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ ‫نٛجٌَِ١س‬ َ‫ذحْطهىج‬ ٓ١‫جٌالػر‬ ‫ِطؼىوز‬ ‫ٌؼرس‬ ‫ذرٕحء‬ ‫أػىجء‬ ‫ِغ‬ ‫جٌّٛجؾٙحش‬ ِٓ ‫ِؿّٛػس‬ ٜٛ‫ٚن‬ ‫فٟحء‬ ‫ٍِورس‬ ‫ل١حوز‬ ٓ١‫جٌالػر‬ ٍٝ‫ػ‬ ‫جٌّطٌٛز‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ٍِ‫أ‬ ‫جألٍْكس‬ ِٓ ‫ؾ١ىز‬ ‫ِؿّٛػس‬ ‫ق١حَز‬ ٓ‫ٌٚى‬ ٌٞ‫ئنط١ح‬ ٜٛ‫ِكط‬ ٛ٘ ‫ّالـ‬ٌٓ‫(ج‬ ‫أٍْكس‬ ‫ٚؾّغ‬ ‫جٌٍؼرس‬ ٟ‫ف‬ َ‫مى‬ّ‫ط‬ٌ‫ج‬ ‫ضكم١ك‬ ً‫أؾ‬ ِٓ ٌٍٍٖٞٚٞ‫ِرح‬ ٍ١‫غ‬ ً١‫ضّػ‬ َ‫ذاْطهىج‬ ‫ِّػٍس‬ ‫وحٔص‬ ‫جألٍْكس‬ .) ‫ػٛرٛٔ١س‬ ‫ٖرىس‬ ‫ٚذٕ١س‬ ْ‫أَٚج‬ ‫أٔٙح‬ ٍٝ‫ػ‬ ‫جألٖؼس‬ ًٖ٘ ٍ١ٓ‫ضف‬ ُ‫ٚ٠ط‬ ،‫جأل٠ٛجي‬ ‫ِطغ١ٍز‬ ‫أٖؼس‬ ‫وّؿّٛػس‬ ‫ذحٌٓالـ‬ ٘‫جٌهح‬ ‫جٌؿُت١حش‬ ‫ذـّكٍن‬ ُ‫ضطكى‬ ‫ذىٌٚ٘ح‬ ٟ‫ٚجٌط‬(Particle Engine). ‫ْالـ‬ ً‫و‬ ‫وفحءز‬ .ٍٟ‫جٌطفحػ‬ ‫جٌٕٛع‬ ِٓ َ‫جٌّٓطهى‬ ‫جٌىفحءز‬ ‫ضحذغ‬َ‫لح‬ ٟ‫جٌط‬ ‫جٌٍّجش‬ ‫ػىو‬ ٍٝ‫ػ‬ ‫ضؼطّى‬ ‫ف١ٙح‬ ٟ‫ذم‬ ٟ‫جٌط‬ ‫جٌفطٍز‬ ٌٝ‫ٚئ‬ ،‫جٌٓالـ‬ ‫ً٘ج‬ ٌ‫ٚجنط١ح‬ ‫ذحٌٍؼرس‬ ٘‫جٌهح‬ َ‫جٌّهى‬ ٌٝ‫ئ‬ ‫ذحٌٌٛٛؼ‬ ِْٛ‫جٌّٓطهى‬ .َ‫ئْطهىج‬ ْٚ‫و‬ ‫جٌالػد‬ ‫ضٍْحٔس‬ ّٓٞ ‫جٌٓالـ‬ ‫ً٘ج‬ 1.14.‫نهؼثح‬ ‫انًشادم‬ ‫ذصًْى‬Super Mario Bros َ‫لح‬Pedersen et al [12]ٗ‫وٌجْط‬ ٟ‫ف‬ٍ١‫ضغ‬ ‫ٌ١ؿؼٍٙح‬ ٛ٠ٌ‫ِح‬ ٌ‫جٌّٛى‬ ‫ِفطٛقس‬ ‫جٌٍؼرس‬ ٍٝ‫ػ‬ ً٠‫ذطؼى‬ ً‫ذٗى‬ ً‫جٌٍّجق‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌالػد‬ ‫ٌغرحش‬ ‫ِغ‬ ٖٝ‫ٌططّح‬ ‫ِكطٛج٘ح‬very indirectlyً‫ٖى‬ ٍٝ‫ػ‬ ّٚٛ٠ ٍ١ٛ‫ل‬ ‫ِؼحِالش‬ ‫ٖؼحع‬‫جٌهٛجٌَِ١س‬ َٛ‫ضم‬ .‫جٌٍّقٍس‬ ّٓٞ ٟ‫ف‬ ‫ٚضّٛٞؼٙح‬ ٍ‫جٌكف‬ ‫ػىو‬ ‫ف‬ ‫ػٗٛجت‬ ً‫ذٗى‬ ‫وحٍِس‬ ‫ٍِقٍس‬ ‫ٌرٕحء‬ ‫جٌّؼٍِٛحش‬ ًٖ٘ َ‫ذحْطهىج‬.ٟ ٍٖ‫ِرح‬ ُ١١‫جٌطم‬ ‫ضحذغ‬data-drivenَ‫ذاْطهىج‬ َٛ‫ضم‬ ‫ػٛرٛٔ١س‬ ‫ٖرىحش‬ َ‫جْطهى‬ .ّٙٛ‫ِٚه‬ ،‫(جٌّطؼس‬ ‫جٌالػد‬ ٍ‫ذّٗحػ‬ ‫ٌٍطٕرإ‬ ‫جٌالػد‬ ‫ألٍْٛخ‬ ‫ّفس‬ِٚٛ ‫ِٚؼحِالش‬ ‫ٌٍؼرس‬ ‫ّفس‬ٌّٚٛ‫ج‬ ‫جٌّؼحِالش‬ ّٓٞ ٍ١٠‫جٌّؼح‬ ‫وأقى‬ ‫جٌؼٛرٛٔ١حش‬ ‫جٌٗرىحش‬ ‫نٍؼ‬ َ‫ئْطهىج‬ ُ‫ٚ٠ط‬ )ًٌٍّ‫ج‬ ،‫جٌطؼد‬ ،٠‫جإلقرح‬ ،ٞ‫جٌطكى‬ ‫جٌىف‬ ‫ضحذغ‬.ٓ١‫الػر‬ ‫ِؿّٛػس‬ ِٓ ‫ضؿّ١ؼٙح‬ ُ‫ض‬ ‫ػ١ٕحش‬ َ‫ذحْطكىج‬ ‫جٌؼٛرٛٔ١س‬ ‫جٌٗرىحش‬ ‫ضىٌ٠د‬ ُ‫ض‬ .‫حءز‬
  31. 31. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 30 1.13.‫انًذسًعح‬ ‫انهؼثح‬‫انذساعح‬ ‫ىزه‬ ِ‫ف‬ ٛ٠ٌ‫ِح‬ ‫ٌؼرس‬ ٟ٘ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫جٌّىٌْٚس‬ ‫جٌٍؼرس‬ ْ‫فا‬ ‫ْحذمح‬ ‫ضىٍّٕح‬ ‫وّح‬Super Mario Bros ‫ذٕٓهس‬ ‫ٚجٌّطٌٛز‬Javaً‫لر‬ ِٓPedersen [12]٠ٌ‫ِح‬ ‫ٌؼرس‬ ٌ‫جنط١ح‬ ُ‫٠ط‬ .‫جٌىٌجْحش‬ ِٓ ٍ١‫وػ‬ ٟ‫ف‬ ٛ ‫جٌؼى٠ى‬ ‫٠ٍ٠مٙح‬ ٓ‫ػ‬ ‫جْطهٍجؼ‬ ٓ‫٠ّى‬ ‫والْ١ى١س‬ ‫وٍؼرس‬ ‫ِّطحَز‬ ‫ضؿؼٍٙح‬ ٙ‫نٛحت‬ ِٓ ‫ٌٙح‬ ‫ٌّح‬ ‫جٌركػ١س‬ .‫جإلقٛحت١س‬ ‫ٚجٌّؼٍِٛحش‬ ‫جٌىٌجْحش‬ ِٓ
  32. 32. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 31
  33. 33. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 32 ‫انشاتغ‬ ‫انفصم‬ ‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انًشاػش‬
  34. 34. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 33
  35. 35. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 34 4.‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انًشاػش‬ ‫دساعح‬ 4.4.‫انهؼة‬ ‫يرؼح‬Fun ‫جٌٍّكٛظ‬ ٟ‫جإلقٛحت‬ ١‫جٌطٍجذ‬ ٍٝ‫ػ‬ ‫جٌكٛٛي‬ ُ‫٠ط‬statistically significant correlations ‫جٌـ‬ ‫قىٚو‬ ٟ‫ف‬ ْٛ‫٠ى‬ ‫ِح‬ ‫ٚغحٌرح‬ ٍٜ‫أن‬ ٌٝ‫ئ‬ ‫وٌجْس‬ ِٓ ‫٠هطٍف‬ ًٌٞ‫(ٚج‬1.‫ِ١ُجش‬ ‫ػىز‬ ‫نالي‬ ِٓ )% ‫جٌٍضد‬ ‫ٍْ٠ؼس‬ ‫ٌؼرس‬ ِٓ ‫جٌالػد‬ ‫جْطّطحع‬ ٜ‫ِى‬ ٓ‫ػ‬ ‫ٌٚٛز‬ ٍُْ٠ ١‫جٌطٍجذ‬ ‫ً٘ج‬ ً‫ِػ‬ ‫ٚؾٛو‬fast paced gameٟ‫ٚجٌط‬َ‫ٚضمى‬ ً‫ضفحػ‬ ‫غحٌرح‬ ّٟٓ‫ضط‬progressِٓ ٍ١‫ٚجٌىػ‬ ،‫ػد‬ ّ‫ٌال‬ ٍّ‫ِٓط‬ .ُٙ١ٍ‫ػ‬ ‫ٚجٌمٟحء‬ ٍُٙ‫لط‬ ُ‫٠ط‬ ٓ٠ًٌ‫ج‬ ‫جألػىجء‬ ‫ٚػىو‬ ،ٝ‫جٌٍو‬ ٟ‫ف‬ ‫جٌٛجٌوز‬ ‫جٌّمحٌٔس‬ ‫قٓد‬ ٝ‫جٌرؼ‬ ‫٠مٛي‬ ْ‫أ‬ ٓ‫جٌّّى‬ ِٓ[1]ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌٍؼد‬ ‫ِطؼس‬ َٛٙ‫ِف‬ ٗٔ‫أ‬ ‫جالٔٓ١حخ‬ َٛٙ‫ِف‬ ّٓٞ ‫٠ٛٞغ‬flowَ‫ذطمى‬ َٛ‫٠م‬ ‫جٌالػد‬ ْ‫ذأ‬ ‫٠مٛي‬ ًٌٞ‫ٚج‬ ،progress‫جٌٍؼد‬ ‫أغٕحء‬ ٟٔ‫ِطٛج‬ ٍ١‫غ‬unhinderedٞ‫جٌطكى‬ ِٓ ‫ٖ١ثح‬ ‫ِؼ١ٕس‬ ‫ٔٓرس‬ ّٟٓ‫٠ط‬ ‫جالٔٓ١حخ‬ َٛٙ‫ِف‬ ٓ‫ٌٚى‬ Challenge‫ِ١ُز‬ ٞ‫أ‬ ‫٠ٛؾى‬ ‫ال‬ ٌٟ‫ٚذحٌطح‬ )‫القمح‬ ٗ‫ٍٖق‬ ُ‫ْ١ط‬ ًٌٞ‫(ج‬featureٟ‫ف‬ ٞ‫جٌطكى‬ ُ١ّ‫ض‬ ‫لى‬ .‫جٌكحٌس‬ ًٖ٘‫جأل‬ ٍٝ‫ٚػ‬ ،‫ٍْٙس‬ ْٛ‫ضى‬ ‫ػٕىِح‬ ‫ذحٌٍؼرس‬ ْٛ‫جٌالػر‬ ‫٠ٓطّطغ‬ ْ‫أ‬ ًّ‫جٌّطكط‬ ِٓ‫ػٕىِح‬ ‫ِػال‬ ً‫ل‬ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫قٓد‬ .‫جٌٍؼرس‬ ِٓ ‫ٚجقىز‬ ‫ٍِقٍس‬ ْٛ‫٠ٍؼر‬[1]‫ِطؼس‬ ٌ‫ِؼ١ح‬ ْٛ‫٠ى‬ ‫ِح‬ ‫غحٌرح‬ ٗٔ‫فا‬ ‫جٌٍؼد‬fun‫ٌألقىجظ‬ ‫ِؼمى‬ ًٍٓٓ‫ذط‬ ْٛ‫ٚ٠ى‬ ‫وػ١ٍز‬ ًِ‫ذؼٛج‬ ٍ‫ِطأغ‬complex chains of events ‫جٌٍؼد‬ ‫ِ١ُجش‬ ٓ١‫ذ‬ ‫جٌؼاللس‬ ‫ٚؾٛو‬ ُ‫ضىػ‬ ‫ذٕظٍ٠س‬ ًٛ‫ٚ٠ط‬gameplay features‫ٚجالْطّطحع‬ enjoyment. 4.4.ُ‫انرذذ‬Challenge ‫ِ١ُجش‬ ‫ػىز‬ ‫ٕ٘حن‬features،‫جألػىجء‬ ِٓ ٍ١‫ور‬ ‫ػىو‬ ‫وٛؾى‬ .ٞ‫جٌطكى‬ ‫ِغ‬ ٍ١‫ٚور‬ ‫ٚغ١ك‬ ً‫ذٗى‬ ١‫ضٍضر‬ ٍٝ‫ػ‬ ‫جٌٛجقىز‬ ‫جٌٍّقٍس‬ ٟ‫ف‬ ‫جٌىٌٚع‬ ٚ‫أ‬ ‫جٌطحلس‬ ‫َ٠حوز‬ ‫وحتٕحش‬ ‫ػىو‬ ٍ‫٠إغ‬ ‫وّح‬ ،‫جألػىجء‬ ‫٘إالء‬ ‫ٚلٛز‬ .‫ف١ٙح‬ ٞ‫جٌطكى‬ ٜٛ‫ِٓط‬ 4.4.‫اإلدثاط‬Frustration ‫غح‬ ْٛ‫ٚضى‬ٍٝ‫ػ‬ ‫جػطّحوج‬ َ‫ػح‬ ً‫ذٗى‬ ‫جألٌؼحخ‬ ٟ‫ف‬ ‫ٌرح‬[1]‫أغٕحء‬ ٌٍ‫ِطى‬ ً‫ذٗى‬ ‫٠مف‬ ‫جٌالػد‬ ْ‫أ‬ ً‫ذٗى‬ ‫ذحٌٍّقٍس‬ َٛ‫جٌف‬ َ‫ػى‬ ‫قحٌس‬ ٟ‫ف‬ ٚ‫أ‬ ،ٗ‫٠ٍ٠م‬ ٟ‫ف‬ ‫ِح‬ ‫ػمرس‬ َٚ‫ضؿح‬ ‫و١ف١س‬ ٟ‫ف‬ ٍ‫٠فى‬ ‫ػٕىِح‬ ‫ٚيٌه‬ ‫جٌٍؼد‬ ‫ٌؼرس‬ ٌ‫ِىج‬ ٍٝ‫ػ‬ ‫جألػىجء‬ ِٓ ٞ‫أ‬ ً‫لط‬ َ‫ٚػى‬ ‫جٌٍّجش‬ ِٓ ٍ١‫ور‬ ‫ػىو‬ ‫جٌّٛش‬ ‫ِػال‬ ‫ؾٍجء‬ ‫ف١ٙح‬ ‫ٚجٌهٓحٌز‬ .‫وحٍِس‬
  36. 36. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 35 4.4.‫انرخًْن‬ ‫لاتهْح‬Predictability ‫قٓد‬ ٍ‫جٌّٗحػ‬ ًٖ٘ ‫ضٛؾى‬[1]‫ٔٓرس‬ ‫ٚؾٛو‬ ٍٝ‫ػ‬ ‫٠ىي‬ ‫ٚيٌه‬ ،‫ذٕؿحـ‬ ‫ِح‬ ‫ٍِقٍس‬ ‫جٌالػد‬ ُُّ‫ُط‬٠ ‫ػٕىِح‬ ‫نالي‬ ِٓ ‫ذؿّؼٙح‬ َ‫لح‬ ٟ‫جٌط‬ ٗ‫نرٍض‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫ذحٌٍّقٍس‬ َٛ‫ذحٌف‬ َ‫لح‬ ٛٙ‫ف‬ ،ٗ٠‫ٌى‬ ‫جٌهرٍز‬ ِٓ ‫ؾ١ىز‬ ‫ِٕٙح‬ ‫جٌّٕحْرس‬ ‫جٌٍؼد‬ ‫ٚذطٍ٠مس‬ ‫غحٌرح‬ ‫ٌٍٍّقٍس‬ ٗ‫ِؼٍفط‬.َٛ‫جٌف‬ ‫ٌطكم١ك‬ 4.4.‫ًانًهم‬ ‫انضجش‬Boredom ٍٜ‫ذؼ‬ ٍ‫قف‬ ٍٝ‫ػ‬ ‫ٍِجٌج‬ ُ‫جٌمف‬ ‫وطٍد‬ ‫ػد‬ ّ‫ٌال‬ ‫أق١حٔح‬ ‫ؾىج‬ ‫ٍْٙس‬ َ‫ِٙح‬ ‫ٚؾٛو‬ ‫٘١ثس‬ ٟ‫ف‬ ٍ‫جٌٟؿ‬ ْٛ‫٠ى‬ ٟ‫ف‬ ‫جٌىٌجْس‬ ‫ذ١ٕص‬ .‫ؾىج‬ ٍ١‫ٚغ‬[1]ّٗٔ‫أ‬ٛ٠ٌ‫ِح‬ ‫ٌؼرس‬ ٟ‫ف‬Marioٟ‫نط‬ ‫ٍْٛن‬ ‫ٕ٘حن‬ ْ‫أ‬ ‫ِػال‬ .ٗ١‫ف‬ ُ‫ضطكى‬ ‫ٚجقىز‬ ‫ِٚ١ُز‬ ًٌٍّ‫ج‬ ٓ١‫ذ‬ ١‫٠ٍذ‬ ‫ٌٍّٕٛيؼ‬ 4.4.‫ع‬َ‫ض‬َ‫انج‬Anxiety ‫قٓد‬[1]‫ؾّ١غ‬ ْ‫فا‬‫جٌّٓحش‬ََُ‫جٌؿ‬ ‫ِغ‬ ‫ِطٍجذطس‬ ْٛ‫ضى‬ ٟ‫جٌط‬‫لحذٍ١س‬ ‫ِغ‬ ‫ِطٍجذطس‬ َ‫ح‬‫غحٌر‬ ْٛ‫ضى‬ ‫ع‬ ٓ١ّ‫جٌطه‬Predictability‫جٌالػد‬ ْ‫ذأ‬ ٟٕ‫ضؼ‬ ٟ‫ٚجٌط‬ ،‫ِؼىْٛس‬ ْٛ‫ضى‬ ‫جٌؼاللحش‬ ُ١‫ل‬ ‫غحٌرح‬ ٓ‫ٌٚى‬ ، .ٓ١ّ‫ٌٍطه‬ ‫لحذٍ١س‬ ً‫أل‬ ‫جٌٍّقٍس‬ ‫وحٔص‬ ‫وٍّح‬ ‫ؾُػح‬ ٍ‫أوػ‬ ْٛ‫٠ى‬ ‫غحٌرح‬
  37. 37. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 36
  38. 38. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 37
  39. 39. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 38 ‫انفصم‬‫انخايظ‬ ‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬
  40. 40. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 39
  41. 41. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 40 4.‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬ 4.4.‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬ ‫ٍٖـ‬ ُ‫ْ١ط‬ .ٓ١‫ٍِقٍط‬ ‫أٚي‬ ١‫فم‬ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫٠ّٕٙح‬ ،‫جٌطحٌ١س‬ ‫جألٌذؼس‬ ‫جٌّهططحش‬ ِٓ َ‫جٌٕظح‬ ‫٠طأٌف‬ .‫القمح‬ ً١ٛ‫ذحٌطف‬ ‫ٍِقٍس‬ ً‫و‬ ‫ط‬ ٍٝ‫ػ‬ ‫ذحالػطّحو‬ ً‫جٌٍّجق‬ ‫ضٌٛ١ى‬ ِٓ ٌٝٚ‫جأل‬ ‫جٌٍّقٍس‬ ‫ضطأٌف‬‫جٌّٓحش‬‫جٌّطكىّس‬Controllable featuresِٕٗ ‫ٚ٠طٍد‬ ‫ٌالػد‬ ْ‫ٌؼرطح‬ َ‫ضمى‬ ‫ق١ع‬ ‫جٌّؼط١حش‬ ‫ؾّغ‬ ‫ٍِقٍس‬ ٟ٘ ‫جٌطحٔ١س‬ ‫جٌٍّقٍس‬ ْٛ‫ضى‬ . Phase-3: Preference Modelling Phase-4: Adaptive Modeler Controllable features Gameplay features Prediction of player’s emotion Enforced Controllable features Gameplay features Exhaus tive Prediction of player’s emotion Phase-1: Levels Generation Level Generator Phase-2: Data Collection Levels A B Gameplay Features Visual BehaviourIn-game Events Questionnaire 4-AFS Level Rating Controllable Features
  42. 42. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 41 ٟ‫ف‬ ٗ٠‫ٌأ‬ ْ‫ٚذ١ح‬ ‫جٌػالظ‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌٕٛجـ‬ ِٓ ًٟ‫أف‬ ‫أ٠ّٙح‬ ْ‫ذ١ح‬‫جٌػحٌػس‬ ‫جٌٍّقٍس‬ .‫قىج‬ ٍٝ‫ػ‬ ‫ٍِقٍس‬ ً‫و‬ ٘‫نٛج‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌالػد‬ ِٓ ‫جٌّٓطٍؾؼس‬ ‫جٌٗؼٌٛ٠س‬ ‫ذحٌٕٛجـ‬ ‫٠طٕرأ‬ ‫ّٔٛيؼ‬ ‫ٌرٕحء‬ ٟ٘ ‫ٚجٌٍجذؼس‬ ٌٗ ‫جٌٍؼد‬Gameplay features‫ذكػ١س‬ ‫وٌجْس‬ ٟ‫ف‬ ٓ١‫جٌّٕٛيؾ‬ ٓ٠ً٘ ٓ‫ػ‬ ‫جٌُّ٠ى‬ ‫لٍجءز‬ ٓ‫٠ّى‬ . .‫ٌٕح‬ ٍٜ‫أن‬
  43. 43. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 42
  44. 44. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 43
  45. 45. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 44 ‫انفصم‬‫انغادط‬ ‫ين‬ ‫انالػة‬ ‫خثشج‬ ‫نًزجح‬ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫أجم‬
  46. 46. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 45 4.ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫أجم‬ ‫ين‬ ‫انالػة‬ ‫خثشج‬ ‫نًزجح‬ 4.4.‫انرطٌسّح‬ ‫انؼصثٌنْح‬ ‫طشّك‬ ‫ػن‬ ‫انرفضْم‬ ‫ذؼهى‬Neuro-evolutionary Preference Learning through Player Modeling ً‫ف‬ ‫المقترحة‬ ‫للطرٌقة‬ ‫الرئٌسٌة‬ ‫المكونات‬ ‫السابق‬ ‫الشكل‬ ‫ٌوضح‬[1].‫الالعب‬ ‫من‬ ‫التفضٌل‬ ‫لتعلم‬ ‫القسم‬ ً‫ف‬ ‫تظهر‬ ‫التفضٌل‬ ‫تعلم‬ ‫عملٌة‬ ‫بٌنما‬ ،‫الالعب‬ ‫نمذجة‬ ‫زٌادة‬ ‫ٌوضح‬ ‫الشكل‬ ‫من‬ ‫األعلى‬ ‫القسم‬ ‫من‬ ‫مجموعة‬ ‫استخراج‬ ‫ٌتم‬ ،‫المقاربة‬ ‫هذه‬ ً‫ف‬ .‫األسفل‬‫السمات‬(features‫من‬ ‫مجموعة‬ ‫من‬ ) ( ‫اللعب‬ ‫مٌزات‬ ً‫ه‬ ً‫والت‬ ‫لالعبٌن‬ ‫المسجلة‬ ‫اللعبة‬ ‫بٌانات‬gameplay features‫معالجة‬ ‫وٌتم‬ ) ‫هذه‬‫السمات‬( ‫مٌزات‬ ‫اختٌار‬ ‫خوارزمٌة‬ ‫طرٌق‬ ‫عن‬feature selection algorithm‫الختٌار‬ ) ‫مجموعة‬‫السمات‬ً‫التفضٌل‬ ‫النموذج‬ ‫تطبٌق‬ ‫عند‬ ‫أداء‬ ‫أعلى‬ ً‫تعط‬ ً‫الت‬ ‫مالئمة‬ ‫األكثر‬ (preference model‫من‬ ‫المجموعة‬ ‫هذه‬ ‫بٌن‬ ‫ٌقابل‬ ‫أن‬ ‫ٌتعلم‬ ً‫التفضٌل‬ ‫النموذج‬ ‫أن‬ ‫حٌث‬ ،) ‫ا‬‫لسمات‬.‫اللعبة‬ ً‫العب‬ ‫من‬ ‫عنها‬ ‫اإلخبار‬ ‫ٌتم‬ ً‫الت‬ ‫التفضٌل‬ ‫وبٌانات‬ ً‫ف‬ ‫المقترح‬ ‫الموسع‬ ‫النموذج‬ ً‫ف‬[1]‫نموذج‬ ‫إلنشاء‬ ‫اللعب‬ ‫مٌزات‬ ‫من‬ ‫أخرى‬ ‫مجموعة‬ ‫اختٌار‬ ‫ٌتم‬ ‫متنبئ‬ ‫التوسعة‬ ‫هذه‬ ‫إنشاء‬ ‫ٌؤمن‬ ،‫الالعب‬ ‫بتصنٌفات‬ ً‫التفضٌل‬ ‫النموذج‬ ‫ٌغذي‬ ‫والذي‬ ‫لالعب‬ ( ‫للتفضٌل‬preference predictor).‫اسلوبه‬ ‫أو‬ ‫الالعب‬ ‫سلوك‬ ‫عن‬ ‫صرٌح‬ ‫مؤشر‬ ‫مع‬ ‫الدراسة‬ ‫هذه‬ ً‫ف‬[1]( ‫المنبثقة‬ ً‫الذات‬ ‫التنظٌم‬ ‫خرائط‬ ‫استخدام‬ ‫تم‬Emergent self-organizing maps‫أو‬ )ESOM‫كدراسة‬ ‫وسنضعها‬ ‫هنا‬ ‫نستخدمها‬ ‫لن‬ ً‫والت‬ ‫الالعبٌن‬ ‫لنمذجة‬ ‫كاختصار‬
  47. 47. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 46 .‫الالعب‬ ‫تفضٌالت‬ ‫لتعلم‬ ‫التطورٌة‬ ‫العصبونٌة‬ ‫و‬ ،‫مستقبلٌة‬‫نمو‬‫الدراسة‬ ً‫ف‬ ً‫النهائ‬ ‫التفضٌل‬ ‫ذج‬ ( ‫خطٌة‬ ‫غٌر‬ ‫واحدة‬ ‫بٌرسٌبترون‬ ‫طبقة‬ ‫هو‬ ‫الطور‬ ‫ثنائٌة‬ ‫المقاربة‬ ‫انتهاء‬ ‫بعد‬ ‫السابقة‬Non-linear SLP‫المعطى‬ ‫الالعب‬ ‫ونمط‬ ‫ُختارة‬‫م‬ ‫لعاب‬ ‫مٌزات‬ ‫مجموعة‬ ‫من‬ ‫علٌها‬ ‫تدربت‬ ‫تفضٌالت‬ ‫تتوقع‬ ) ‫بواسطة‬ESOM‫ال‬ ‫لتصنٌف‬ ‫اللعب‬ ‫مٌزات‬ ‫من‬ ‫أخرى‬ ‫مجموعة‬ ‫تستخدم‬ ً‫الت‬.‫العبٌن‬‫اختٌار‬ ‫تم‬ ‫أجل‬ ‫من‬ ‫مناسبة‬ ‫إحصائٌة‬ ‫مٌزات‬SLP‫و‬ESOM( ً‫األمام‬ ً‫التسلسل‬ ‫االختٌار‬ ‫طرٌق‬ ‫عن‬SFS) ‫الختٌار‬ ‫كطرٌقة‬‫السمات‬.‫المأخوذ‬ ‫النموذج‬ ‫وسنذكر‬ ،‫درستنا‬ ‫عن‬ ‫السابق‬ ‫النموذج‬ ‫ٌختلف‬ .ً‫ٌل‬ ‫فٌما‬ ‫بالتفصٌل‬ 4.4.‫انهؼثح‬ ‫نؼة‬ ‫تؼذ‬ ‫ؼادج‬ًُ‫ان‬ ‫انالػة‬ ‫خثشج‬Reported player’s experience of playing the game ِٓ ِ‫ٚضمح‬ْ‫جْطر١ح‬ ‫نالي‬ِٓ ‫ف‬ٌّ‫ِإ‬2ٌ‫ن١ح‬‫ٓأي‬ُ‫ض‬ )‫ّس‬٠ٍٓ‫(ل‬ ‫ِٓرمح‬ ‫وز‬ّ‫ى‬‫ِك‬ ‫ن١حٌش‬ ‫يجش‬ ‫جش‬ ‫ػد‬ ّ‫ٌال‬‫ذؼى‬‫أ‬‫أَٚجؼ‬ ِٓ ٓ١ٕ‫جغ‬ ‫ٌؼد‬ ْ( ‫جٌٍؼرس‬Game Pairٓ‫٠ّى‬ ٟ‫جٌط‬ ‫ذحٌّّ١ُجش‬ ٓ١‫(ِهطٍفط‬ ) ‫جٌٍؼرس‬ ٟ‫ف‬ ‫ذٙح‬ ُ‫جٌطكى‬Controllable featuresٗ٠‫ٌأ‬ ‫إلػطحء‬ ‫ٚيٌه‬ )ٗ‫ذٍؼر‬ َ‫لح‬ ًٌٞ‫ج‬ ‫جٌٍؼد‬ ‫ذُٚؼ‬ .ُّ١‫جٌّم‬ ‫جٌرٍٚضىٛوٛي‬ ‫ٍٖـ‬ ُ‫ْٚ١ط‬ .‫جٌٍؼرس‬ ‫ٌؼد‬ ‫ػٕىِح‬ ٗ‫آضط‬ ‫لى‬ ٟ‫جٌط‬ ٍ‫جٌّٗحػ‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ 4.4.ِ‫انرجشّث‬ ‫ًانثشًذٌكٌل‬ ‫ؼادج‬ًُ‫ان‬ ‫انالػة‬ ‫خثشج‬Reported player experience and experimental protocol ٟ‫ف‬ ‫جٌّمطٍقس‬ ‫جٌطؿٍ٠ر١س‬ ّ‫ٔف‬ ً‫ذأن‬ ‫لّٕح‬[17]‫قٓد‬[1]‫ٚج‬ٓ١‫َٚؾ‬ ‫جٌالػد‬ ‫٠ٍؼد‬ ْ‫أ‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٟ‫ٌط‬ ‫جٌٍؼرس‬ ‫أَٚجؼ‬ ِٓ‫ضرؼح‬ ‫ٚيٌه‬ ‫ِكىوز‬ ‫ن١حٌجش‬ ‫يجش‬ ‫أْثٍس‬ ‫أٌذغ‬ ٓ‫ػ‬ ‫ذحإلؾحذس‬ ‫جٌالػد‬ َٛ‫٠م‬ ‫ٚذؼى٘ح‬ ( ‫نحٞٙح‬ ٟ‫جٌط‬ ٍ‫ٌٍّٗحػ‬Emotional Preference‫ذرٍضٛوٛي‬ ٌّّٝٓ‫ٚج‬ )‫َّدج‬‫ذ‬‫ذ‬ُ‫ي‬ ‫ذثادّم‬ ‫أستغ‬ ‫انخْاساخ‬(4-alternative forced choice (4-AFS)ًٌٞ‫ٚج‬ )8ً‫جٌٗى‬ ٍٝ‫ػ‬ ٗ‫ن١حٌجض‬ ْٛ‫ضى‬ ‫اللعبة‬A[B]‫أكثر‬ ‫كانت‬E‫اللعبة‬ ‫من‬B[A]‫بالعكس‬ ‫(أو‬ .-‫محددٌن‬ ‫لخٌارٌن‬ ‫تبدٌلٌن‬ )ً‫ا‬‫حصر‬ ‫كانتا‬ ‫اللعبتٌن‬ ‫كلتا‬E. ‫غٌر‬ ‫كانتا‬ ‫اللعبتٌن‬ ‫كلتا‬E. ‫ق١ع‬E‫ٚؾىجٔ١س‬ ‫قحٌس‬ ٟ٘(Emotion)ٚ ‫جٌطكم١ك‬ ‫ضكص‬‫ض‬ ‫ل١ّح‬ ً‫ضأن‬ٍٝ‫ػ‬ ٞٛ‫كط‬ً‫جٌطىجن‬ ( "‫"جالٔىِحؾ١س‬Engagement)ّ‫ى‬‫ٚضك‬ ،‫٠ح‬(Challenge)،( ٠‫ٚئقرح‬Frustration‫وٌجْطٕح‬ ٟ‫ف‬ )
  48. 48. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 47 .ًٖ٘ٚ‫جٌى‬ ًٖ٘ ٌ‫جنط١ح‬ ‫٠ٓطٕى‬‫ج‬‫ي‬‫جٌػالظ‬‫ٌؼد‬ ‫ٍٚس‬ ٜ‫ِى‬ ‫قٛي‬‫ذ‬ ‫جٌالػد‬‫ػٕىِح‬ ‫ٖٚؼر١طٙح‬ ‫ٍؼرس‬‫٠طؼٍك‬ ٍِ‫جأل‬‫ذ‬‫ىٌجْحش‬ٟ‫ف‬ ٖ‫ئؾٍجؤ‬ ُ‫ض‬ ‫وّح‬ ‫جألٌؼحخ‬ ٙ‫ضه‬[11]. 4.4.‫نؼة‬ ‫صًض‬Game Pair ٓ١‫ٌؼر١ط‬ ‫جٌالػد‬ ‫٠ٍؼد‬ ْ‫ذأ‬ ‫ذٙح‬ ‫لّٕح‬ ٟ‫جٌط‬ ‫جٌٍؼد‬ ‫ػٍّ١س‬ ١ّٔ ‫٠طأٌف‬A،B‫ذاػطحء‬ َٛ‫٠م‬ ُ‫غ‬ ِٓٚ reporting.‫ٌٍؼرس‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫نحٞٙح‬ ٟ‫جٌط‬ ٍ‫ٌٍّٗحػ‬ ‫ِ١ُجش‬ ‫ٖؼحع‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ً‫جٌٍّجق‬ ‫ضٌٛ١ى‬ ٟ‫ف‬ ‫ٌأ٠ٕح‬ ‫وّح‬ ‫ٍِقٍس‬ ً‫و‬ ،ٓ١‫ٍِقٍط‬ ‫ذطٌٛ١ى‬ َٛ‫ٔم‬ feature vector‫جْطٕحو‬ ‫ٍِقٍس‬ ‫ذرٕحء‬ َٛ‫٠م‬ ًٌٞ‫ٚج‬ُ١‫ل‬ ٌٝ‫ئ‬ ‫ج‬‫جٌّٓحش‬.ٍٗ‫ذىجن‬ ‫جٌّٛجفمس‬
  49. 49. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 48
  50. 50. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 49
  51. 51. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 50 ‫انغاتغ‬ ‫انفصم‬ ‫انهؼة‬ ‫ًعًاخ‬ ‫تيا‬ ‫انًرذكى‬ ‫انغًاخ‬ Controllable and Gameplay Features
  52. 52. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 51
  53. 53. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 52 7.‫انهؼة‬ ‫ًعًاخ‬ ‫تيا‬ ‫انًرذكى‬ ‫انغًاخ‬ 7.4.‫أنٌاع‬‫انغًاخ‬ ‫أي‬ ‫قبل‬‫نمذجة‬‫أن‬ ‫ٌمكن‬‫ت‬‫لجمع‬ ‫بحاجة‬ ‫نحن‬ ‫حدث‬‫بٌانات‬‫ال‬ ‫على‬ ‫تدرٌب‬‫نموذج‬‫إنشائه‬ ‫المراد‬‫على‬ .ً‫ٌل‬ ‫فٌما‬ ‫سنذكرها‬ ‫البٌانات‬ ‫من‬ ‫أنواع‬ ‫ثالثة‬ 7.4.4.‫انغًاخ‬ِ‫انر‬‫انرذكى‬ ‫ًّكن‬‫تيا‬‫انهؼثح‬ ِ‫ف‬Controllable features of the game ( ‫المعامالت‬ ً‫تعن‬ ً‫والت‬Parametersً‫الت‬ )‫مستوى‬ ‫تولٌد‬ ً‫ف‬ ‫تستخدم‬( ‫اللعبة‬ ‫من‬Level)، ‫وصعوبة‬ ‫نوع‬ ‫على‬ ‫تؤثر‬ ً‫والت‬‫ضمن‬ ‫الممكنة‬ ‫التبادٌل‬ ‫جمٌع‬ ‫ومقارنة‬ ‫إٌجاد‬ ‫تم‬ ‫وقد‬ .‫المستوى‬ ‫ال‬‫لعبة‬‫المراحل‬ ‫تولٌد‬ ‫عند‬ ً‫ا‬‫سابق‬ ‫رحت‬ُ‫ش‬‫و‬ ‫األساس‬ ‫هذا‬ ‫على‬ ‫المراحل‬ ‫وتولٌد‬. ً‫األمام‬ ً‫التسلسل‬ ‫االختٌار‬SFS‫إلى‬ ‫األسفل‬ ‫من‬ ‫تعمل‬ ‫إجرائٌة‬ ‫عن‬ ‫عبارة‬ ‫هو‬ ً‫ا‬‫الحق‬ ‫سنرى‬ ‫كما‬ ( ‫األعلى‬buttom-up‫واحدة‬ ‫مٌزة‬ ‫إضافة‬ ‫ٌتم‬ ‫حٌث‬ )‫مجموعة‬ ‫إلى‬ ‫مرة‬ ‫كل‬ ً‫ف‬‫السمات‬.‫الحالٌة‬ ‫من‬ ‫اختٌارها‬ ‫ٌتم‬ ‫المجموعة‬ ‫إلى‬ ‫تضاف‬ ً‫الت‬ ‫المٌزة‬‫من‬ ‫الجزئٌة‬ ‫المجموعة‬‫السمات‬ً‫الت‬ ‫المتبقٌة‬ ‫من‬ ‫الجدٌدة‬ ‫المجموعة‬ ‫تولد‬ ‫بحٌث‬ ‫اختٌارها‬ ‫ٌتم‬ ‫لم‬‫السمات‬‫جمٌع‬ ‫بٌن‬ ‫من‬ ‫أداء‬ ‫تابع‬ ‫أعلى‬‫السمات‬ ً‫ف‬ ‫األداء‬ ‫تابع‬ .‫لإلضافة‬ ‫المرشحة‬SFS.‫اختبارهما‬ ‫تم‬ ‫اللتٌن‬ ‫اآللٌتٌن‬ ‫أجل‬ ‫من‬ ‫ٌتفاوت‬ [ ً‫ف‬ ‫تم‬1ً‫ف‬ ‫والطبوغرافٌة‬ ‫التكمٌمٌة‬ ‫األخطاء‬ ‫استخدام‬ ]ESOM‫مجموعة‬ ‫جودة‬ ‫مدى‬ ‫لتحدٌد‬ ‫السمات‬( ً‫التصالب‬ ‫التأكد‬ ‫أداء‬ ‫متوسط‬ ‫أخذ‬ ‫تم‬ ‫بٌنما‬ ،‫المقترحة‬cross validation‫أجل‬ ‫من‬ ) ‫أداء‬ ‫لقٌاس‬ ‫كأداة‬ ‫البٌانات‬ ‫من‬ ‫المرئٌة‬ ‫غٌر‬ ‫الطٌات‬SLP.‫دراستنا‬ ً‫ف‬ ‫اختٌار‬ ‫مرحلة‬‫السمات‬‫من‬ )‫مالئمة‬ ‫(األكثر‬ ‫األقل‬ ‫العدد‬ ‫إلٌجاد‬ ‫جوهرٌة‬ ‫مرحلة‬ ً‫ه‬‫السمات‬ ‫كفاٌة‬ ‫صغٌر‬ ‫النموذج‬ ‫حجم‬ ‫على‬ ً‫نبق‬ ‫أن‬ ‫نرٌد‬ ‫حٌث‬ ‫التفضٌل‬ ‫لنموذج‬ ‫توقع‬ ‫أعلى‬ ً‫تعط‬ ً‫والت‬ ( ً‫الحقٌق‬ ‫الزمن‬ ً‫ف‬ ‫فعال‬ ‫لٌكون‬real time.)‫أقل‬ ‫على‬ ‫ٌحوي‬ ‫النموذج‬ ‫على‬ ً‫نبق‬ ‫أن‬ ‫نرٌد‬ ‫مستقبلٌة‬ ‫بتحقٌقات‬ ‫الخوض‬ ً‫ف‬ ً‫ا‬‫مفٌد‬ ‫ولٌكون‬ ‫للتحلٌل‬ ‫أسهل‬ ‫ٌكون‬ ً‫لك‬ ‫اإلمكان‬ ‫قدر‬ ‫مٌزات‬ .‫الالعب‬ ‫إلى‬ ‫تحتاج‬ ً‫الت‬ ‫العب‬ ‫تجربة‬ ‫طرٌق‬ ‫عن‬ ‫اللعبة‬ ‫تصمم‬ ‫تكٌفٌة‬ ً‫حقٌق‬ ‫زمن‬ ‫آللٌات‬ ‫العصبونٌة‬ ً‫ف‬ ‫التعلم‬ ‫جودة‬ ‫من‬ ‫ّن‬‫س‬‫ُح‬ٌ ‫ضروري‬ ‫الغٌر‬ ‫الدخل‬ ‫استبعاد‬ ‫أن‬ ‫على‬ ‫دالئل‬ ‫ٌوجد‬ ‫أٌضا‬ [ ‫التطورٌة‬1]‫اختٌار‬ ‫استخدام‬ ‫ٌتم‬ ‫لذلك‬‫السمات‬‫مجموعة‬ ‫إلٌجاد‬‫السمات‬ً‫تعط‬ ً‫الت‬ ‫الجزئٌة‬ ‫تراكٌب‬ ‫جمٌع‬ ‫على‬ ً‫المضن‬ ‫والبحث‬ ً‫الحساب‬ ‫الجهد‬ ‫من‬ ‫وتحفظ‬ ‫دقة‬ ‫األعلى‬ ‫النموذج‬‫السمات‬ .‫الممكنة‬
  54. 54. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 53 ‫الدراسة‬ ‫قامت‬[11]‫اختٌارات‬ ً‫ف‬ ‫بالبحث‬‫السمات‬‫للعبة‬Mario‫استخدام‬ ً‫ال‬‫مث‬ ‫تم‬ ‫حٌث‬ ‫بالتفصٌل‬ ‫معٌنة‬ ‫صٌغة‬ ‫تكرار‬ ‫لدراسة‬ ‫خوارزمٌات‬Pattern‫ضمن‬ ‫المرحلة‬ ‫لطبولوجٌا‬‫السمات‬‫القابلة‬ ‫هذه‬ ‫تنجح‬ .‫لعبه‬ ‫أثناء‬ ‫الشخص‬ ‫بها‬ ‫ٌشعر‬ ً‫الت‬ ‫بالمشاعر‬ ‫اربتاطها‬ ‫مدى‬ ‫ومعرفة‬ ‫للتحكم‬ ‫كانت‬ ‫المدروسة‬ ‫اللعبة‬ ‫ألن‬ ‫المذكورة‬ ‫الدراسة‬ ً‫ف‬ ‫الخوارزمٌة‬Mario‫ث‬ ‫وكانت‬‫البعد‬ ‫نائٌة‬2D. ‫البعد‬ ً‫الثالث‬ ‫الفضاء‬ ً‫ف‬ ‫أما‬3D‫ٌكون‬ ‫لن‬ ‫ما‬ ‫مرحلة‬ ‫لطبولوجٌا‬ ‫معٌنة‬ ‫صٌغة‬ ‫تكرار‬ ‫فدراسة‬ .‫البعد‬ ‫ثالثٌة‬ ‫البٌئة‬ ‫ضمن‬ ‫كثٌرة‬ ‫أخرى‬ ‫عوامل‬ ‫لدخول‬ ‫فائدة‬ ‫بذات‬ ًٖ٘‫جٌّٓحش‬َٛ‫ٚٔم‬ ،‫ذٙح‬ ُّ‫ى‬‫ٔطك‬ ٟ‫جٌط‬ ٟ٘-‫٠ٍ٠مٙح‬ ٓ‫ػ‬-ًٖ٘ َٛ‫ضم‬ ‫ق١ع‬ .ً‫جٌٍّجق‬ ‫ذرٕحء‬‫جٌّٓحش‬ .ٍٜ‫جألن‬ ٓ‫ػ‬ ‫جٌٍّقٍس‬ ُّ١ّ‫ٚض‬ ‫جٌٍّقٍس‬ ‫ذطٛٚ١ف‬ًٖ٘ ٌ‫جنط١ح‬ ْ‫ئ‬‫جٌّٓحش‬ٟ‫ف‬ ‫ور١ٍج‬ ‫وٌٚج‬ ‫٠ٍؼد‬ ٓ‫ػ‬ ‫ِهطٍفس‬ ‫ِح‬ ‫ٍِقٍس‬ ً‫٠ؿؼ‬ ‫ِح‬ ‫ِؼٍفس‬ ‫٠ؿد‬ ‫ًٌج‬ ،‫ٌالػد‬ ‫ِالتّس‬ ً‫ٍِجق‬ ‫ذرٕحء‬ ‫ك‬ٍّ‫ضطؼ‬ ‫القمس‬ ً‫ٍِجق‬ ٓ١‫جٌالػر‬ ِٓ ‫ػىو‬ ‫جْطٗحٌز‬ ‫٠ؿد‬ ‫جٌه١حٌجش‬ ِٓ ‫ٔٛع‬ ‫ذٙىًج‬ َ‫ٌٍم١ح‬ .‫جألٌؼحخ‬ ِٓ ‫ٔٛع‬ ‫٘ىًج‬ ٟ‫ف‬ ٍٜ‫أن‬ .‫جألٌؼحخ‬ ِٓ ‫ٔٛع‬ ‫٘ىًج‬ ٟ‫ف‬ )‫جٌهرٍز‬ ٞٚ‫(ي‬ ٓ١‫جٌّكطٍف‬ ‫جٌـ‬ ‫نٛجٌَِ١س‬ ٍٗ‫ضٓطمر‬ ًٌٞ‫ج‬ )‫(جٌّؼحِالش‬ ً‫ن‬ّ‫ى‬ٌ‫ج‬PCG‫ذ‬ ّٝٓ٠‫حٌّٓحش‬‫ذٙح‬ ُّ‫ى‬‫َك‬‫ط‬ٌُّ‫ج‬ ٚ‫أ‬ ‫جٌّطكىّس‬ (Controllable Features.‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ً‫ٖى‬ ‫جٌّؼحِالش‬ ًٖ٘ ‫ّف‬ٚٛ‫ٚض‬ )‫ج‬ ُ‫ض‬ ‫لى‬ ‫ٕ٘ح‬ٌ‫نط١ح‬ ٟ‫ف‬ ‫ْٕٛٞكٙح‬ ‫ؾىج‬ ٌِٚ‫ِى‬ ً‫ذٗى‬ ‫جٌّؼحِالش‬8ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ‫انصفح‬‫تيا‬ ‫انًرذكى‬‫انششح‬ 1Gaps count)‫ٌطؿحَٚ٘ح‬ ُ‫جٌمف‬ ‫٠ؿد‬ ٟ‫(جٌط‬ ‫جٌفٍجغحش‬ ‫ػىو‬ 1Gap width)‫ٌطؿحَٚ٘ح‬ ُ‫جٌمف‬ ‫٠ؿد‬ ٟ‫(جٌط‬ ‫جٌفٍجغحش‬ ٍٜ‫ػ‬ 1Enemies count‫جألػىجء‬ ‫ػىو‬ 4Enemies placement (gaps، boxes،random) ‫قٛي‬ ،‫جٌفٍجغحش‬ ‫(قٛي‬ ‫جألػىجء‬ ‫ضّٛٞغ‬ )‫ػٗٛجت١ح‬ ،‫جٌٕٛحو٠ك‬ 3Powerups countٛ٠ٌ‫ٌّح‬ ٍ١‫جٌطىر‬ ‫ٕٚحو٠ك‬ ‫ػىو‬ 3Boxes count‫جٌٕٛحو٠ك‬ ‫ػىو‬ 7.4.4.‫انهؼة‬ ‫خصائص‬‫انهؼثح‬ ‫ضًن‬Gameplay characteristics ‫ٌمكن‬ ‫كٌفٌة‬ ‫وشرح‬ ‫دراسة‬ ‫لمارٌو‬ ‫سابقة‬ ‫دراسة‬ ً‫ف‬ ‫تم‬‫أن‬ ‫لالعب‬‫ٌلعب‬‫ال‬‫لعبة‬ً‫ه‬ ‫وما‬ ‫السمات‬.‫الالعب‬ ‫سلوك‬ ‫لدراسة‬ ‫نموذج‬ ‫وضع‬ ً‫ف‬ ‫أهمٌة‬ ‫األكثر‬‫هذه‬‫التحكم‬ ‫ٌمكن‬ ‫ال‬ ‫الخصائص‬ ‫و‬ ‫ذاته‬ ‫بحد‬ ‫لعبه‬ ‫طرٌقة‬ ‫من‬ ‫تنتج‬ ‫أنها‬ ‫عدا‬ ‫لالعب‬ ً‫ا‬‫تبع‬ ‫تختلف‬ ‫ألنها‬ ‫وذلك‬ ،‫بها‬‫على‬ ‫فقط‬ ‫تعتمد‬ ‫مهار‬‫ته‬‫وأسلوب‬،‫مباشر‬ ‫بشكل‬ ‫أو‬ ً‫ا‬ٌّ‫نهائ‬ ‫فٌها‬ ‫ُتحكم‬ٌ ‫أن‬ ‫ٌمكن‬ ‫ال‬ ‫أنه‬ ً‫ٌعن‬ ‫ال‬ ‫ذلك‬ ‫ولكن‬ ،‫لعبه‬
  55. 55. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 54 ‫ٌم‬ ‫وإنما‬‫مالمح‬ ‫تغٌٌر‬ ‫طرٌق‬ ‫عن‬ ‫مباشر‬ ‫غٌر‬ ‫بشكل‬ ‫بها‬ ‫التحكم‬ ‫كن‬‫مستوى‬ ً‫ف‬ ‫اللعبة‬‫من‬ ‫معٌن‬ ‫ال‬‫لعب‬‫لتلك‬ ‫الرجوع‬ ‫ٌمكن‬ .‫ة‬‫السمات‬‫ٌتم‬ ‫لم‬ ‫جدٌدة‬ ‫صفات‬ ‫وضع‬ ‫هنا‬ ‫ٌهمنا‬ .‫سابقة‬ ‫دراسات‬ ً‫ف‬ ‫وسلوك‬ ‫الظاهرٌة‬ ‫التعابٌر‬ ‫دراسة‬ ً‫وه‬ ‫قبل‬ ‫من‬ ‫سابقة‬ ‫دراسة‬ ‫أي‬ ً‫ف‬ ‫االعتبار‬ ‫بعٌن‬ ‫أخذها‬ ‫ا‬ ‫لعبه‬ ‫عند‬ ً‫الحرك‬ ‫الشخص‬.‫للعبة‬:ً‫ٌل‬ ‫فٌما‬ ‫نذكرها‬ ‫انصفح‬‫انششح‬ 1.Face x position AVGٗ‫جٌٛؾ‬ ‫ِٛلغ‬ ١ْٛ‫ِط‬‫جٌـ‬ ٌٛ‫ِك‬ ٍٝ‫ػ‬x 2.Face y position AVGٗ‫جٌٛؾ‬ ‫ِٛلغ‬ ١ْٛ‫ِط‬‫جٌـ‬ ٌٛ‫ِك‬ ٍٝ‫ػ‬y 3.Left eye closed % AVG١ْٛ‫ِط‬ٓ١‫جٌؼ‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫جٌٕٓرس‬ ٍٜٓ١ٌ‫ج‬ 4.Right eye closed % AVG١ْٛ‫ِط‬‫جٌٕٓرس‬ٓ١‫جٌؼ‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ّٕٝ١ٌ‫ج‬ 5.Mouth open % AVG١ْٛ‫ِط‬ُ‫جٌف‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫جٌٕٓرس‬ 6.Happy % AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫ْؼحوز‬ ٌ‫ِمىج‬ 7.Sad% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ُْ‫ق‬ ٌ‫ِمىج‬ 8.Angry% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫غٟد‬ ٌ‫ِمىج‬ 9.Surprised% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫ضفحؾإ‬ ٌ‫ِمىج‬ 10.Face x position STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌٗ‫جٌٛؾ‬ ‫ّٛلغ‬ٌٛ‫ِك‬ ٍٝ‫ػ‬ ‫جٌـ‬x 11.Face y position STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌٗ‫جٌٛؾ‬ ‫ّٛلغ‬ٍٝ‫ػ‬ ‫جٌـ‬ ٌٛ‫ِك‬y 12.Left eye closed % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬ ٍٜٓ١ٌ‫ج‬ ٓ١‫جٌؼ‬ ‫فطف‬ 13.Right eye closed % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬‫ٌىٌؾس‬ ّٕٝ١ٌ‫ج‬ ٓ١‫جٌؼ‬ ‫فطف‬ 14.Mouth open % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬ ُ‫جٌف‬ ‫فطف‬ 15.Happy% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫ْؼحوز‬ ٌ‫ٌّمىج‬ 16.Sad% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ُْ‫ق‬ ٌ‫ٌّمىج‬ 17.Angry% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫غٟد‬ ٌ‫ٌّمىج‬ 18.Surprised% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫ضفحؾإ‬ ٌ‫ٌّمىج‬
  56. 56. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 55 ًٖ٘‫جٌّٓحش‬ٜٛ‫ِٓط‬ ٍٝ‫ػ‬ ٓ‫ٌٚى‬ ‫جٌٍؼرس‬ ًِ‫وح‬ ٍٝ‫ػ‬ ‫ؾّؼٙح‬ ُ‫ض‬ ‫لى‬3‫ٌٚٛز‬ ٌ‫ئ٠ح‬frame‫ٌٍػحٔ١س‬ ًٖ٘ ً‫٠أن‬ ٍ‫آن‬ ‫ّٔٛيؼ‬ ً١ٍ‫ل‬ ‫ذؼى‬ ‫ْٕٛٞف‬ .‫جٌٛجقىز‬‫جٌّٓحش‬‫أقىجظ‬ ‫قىٚش‬ ‫ػٕى‬ ١‫فم‬ ٌ‫جالػطرح‬ ٟ‫ف‬ ‫جٌٍؼد‬ ‫ػٕى‬ ‫نحٚس‬Special Events‫ٍٔ٠ى‬ ‫ق١ع‬ ‫جألػىجء‬ ً‫لر‬ ِٓ ‫٠ٛحخ‬ ٚ‫أ‬ ٛ٠ٌ‫ِح‬ ‫٠ّٛش‬ ْ‫وأ‬ .‫ٚجٌٛؾٙ١س‬ ‫جٌكٍو١س‬ ٗ‫قحٌط‬ ٍٝ‫ػ‬ ‫ٚجٌطأغ١ٍجش‬ ‫جٌالػد‬ ٗ‫ٚؾ‬ ٍٝ‫ػ‬ ‫جٌطؼٍف‬ٍ‫آن‬ ‫ّٔٛيؼ‬ ‫أ٠ٟح‬ ‫٠ٛؾى‬ ‫ٌٍكٛٛي‬ ‫قىج‬ ٍٝ‫ػ‬ ً‫و‬ ‫ػٍ١ٙح‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحالش‬ ‫وٌجْس‬ ُ‫٠ط‬ ً‫ٔٛجف‬ ٌٝ‫ئ‬ ‫جٌٍّقٍس‬ ُ١ٓ‫ضم‬ ٍٝ‫ػ‬ َٛ‫٠م‬ .ًٟ‫أف‬ ‫ضٛلغ‬ ‫ّٔٛيؼ‬ ٍٝ‫ػ‬
  57. 57. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 56 ‫انفصم‬‫انصاين‬ ‫انرؼاتْش‬ َ‫ػه‬ ‫انرؼشف‬ ‫تشيجْح‬SHORE Sophisticated High-speed Object Recognition Engine
  58. 58. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 57
  59. 59. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 58 3.‫تشيجْح‬‫انرؼاتْش‬ َ‫ػه‬ ‫انرؼشف‬SHORE 3.1.‫يمذيح‬ ‫ِىطرس‬ ‫ضؼى‬SHORE"‫ٍْٚ٠غ‬ ‫ول١ك‬ ً‫ذٗى‬ ٜ‫جألغٍج‬ ٍٝ‫ػ‬ ‫جٌطؼٍف‬ ‫"ِكٍن‬ ‫ٌـ‬ ٌ‫جنطٛح‬ ٟ٘ ٟ‫ٚجٌط‬ Sophisticated High-speed Object Recognition Engine‫جٌّىحضد‬ ًٟ‫أف‬ ِٓ ‫جٌّىطرس‬ ًٖ٘ ُ١ّ‫ضط‬ .ٍٜ‫آن‬ ‫ٚفحش‬ ‫ٚػىز‬ ٍ١‫ٚجٌطؼحذ‬ ‫جألٖىحي‬ ٍٝ‫ػ‬ ‫ٌٍطؼٍف‬ ٌُ‫جٌؼح‬ ٟ‫ف‬ ‫قحٌ١ح‬ ‫جٌّٛؾٛوز‬ ‫ِهطٍف‬ ّٓٞٚ ‫أذؼحو‬ ‫ٚذؼىز‬ ‫ٚجقى‬ ‫ٚلص‬ ٟ‫ف‬ ‫أٖىحي‬ ‫ػىز‬ ٚ‫أ‬ ً‫ٖى‬ ‫ِٚؼحٌؿس‬ ‫جٌطؼٍف‬ ٍٝ‫ػ‬ ‫ذمىٌضٙح‬ ً١‫جٌطٕف‬ ‫ٚلص‬ ّٓٞٚ ‫ؾىج‬ ‫ٍْ٠غ‬ ً‫ذٗى‬ ‫جإلٞحءز‬ ‫ظٍٚف‬Runtime.ٓ‫ػ‬ ‫جٌُّ٠ى‬ ‫ِؼٍفس‬ ٓ‫٠ّى‬ 8١‫جٌٍجذ‬ ‫نالي‬ ِٓ ‫جٌّىطرس‬ http://www.iis.fraunhofer.de/en/bf/bsy/produkte/shore.html 3.1.َ‫ػه‬ ‫انرجاسب‬SHORE ‫ٌّىطرس‬ ‫جٌّٛٞكس‬ ٌٌٛٛ‫ج‬ ٝ‫ذؼ‬ ٍٟ٠ ‫ف١ّح‬ ٍٜ‫ٔؼ‬SHORE. o‫انٌجو‬ َ‫ػه‬ ‫انرؼشف‬
  60. 60. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 59 o‫ًيالدمرو‬ ‫انٌجو‬ َ‫ػه‬ ‫انرؼشف‬ ‫ِىطرس‬ ْ‫أ‬ ‫ٔالقع‬SHORE‫ِغ‬ ‫(ِمحٌٔس‬ .ً١‫جٌطٕف‬ ‫ٚلص‬ ٟ‫ف‬ ٗ‫ِٚالقمط‬ ‫جٌٛؾٙس‬ ‫ضكى٠ى‬ ‫ضٓطط١غ‬ ).‫جٌّحٞ١س‬ ‫جٌٌٛٛز‬ o‫ًانشأط‬ ‫ًاألنف‬ ‫انؼْنْن‬ ‫أياكن‬ ‫ذذذّذ‬
  61. 61. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 60 o‫انرنمْز‬ ‫ًلد‬ ِ‫ف‬ ‫أكصش‬ ً‫أ‬ ‫نشخص‬ ‫انشؼٌسّح‬ ‫انذانح‬ ‫ذذذّذ‬ ‫ٚلص‬ ٟ‫ف‬ ‫أ٠ٟح‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحٌس‬ ‫ٚئػطحء‬ ٙ‫ٖه‬ ِٓ ٍ‫أوػ‬ ‫ِالقمس‬ ‫ضٓطط١غ‬ ‫جٌّىطرس‬ ْ‫أ‬ ‫ٔالقع‬ ً١‫جٌطٕف‬.‫فٌٛج‬ o‫انشؼٌسّح‬ ‫انذاالخ‬ ‫ذذذّذ‬ ‫ٚجّْس‬ ‫ٚفس‬ ِٓ ٍ‫أوػ‬ ‫ضكى٠ى‬ ِٓ ‫ٌٍّىطرس‬ ٓ‫٠ّى‬Feature( ‫جٌٗؼٌٛ٠س‬ ‫ٌٍكحالش‬Angry،Happy، Sad،Surprised)
  62. 62. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 61 o‫ًانفى‬ ‫انؼْن‬ ‫فرخ‬ ‫دسجح‬ ‫ذذذّذ‬ .ُ‫جٌف‬ ‫فطف‬ ‫وٌؾس‬ ‫ٚأ٠ٟح‬ ‫قىج‬ ٍٝ‫ػ‬ ً‫و‬ ٓ١ٕ١‫جٌؼ‬ ‫فطف‬ ‫وٌؾس‬ ‫ضكى٠ى‬ ِٓ ‫ٌٍّىطرس‬ ٓ‫٠ّى‬ o‫يخرهفح‬ ‫أتؼاد‬ ‫يؼانجح‬)ً‫ا‬‫أّض‬ ً‫ا‬‫جذ‬ ‫(انصغْشج‬ ‫نهٌجٌه‬
  63. 63. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 62
  64. 64. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 63
  65. 65. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 64 ‫انفصم‬‫انراعغ‬ ‫انثْاناخ‬ ‫جًغ‬Data Collection
  66. 66. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 65
  67. 67. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 66 3.‫انثْاناخ‬ ‫جًغ‬Data Collection 3.1.‫يمذيح‬ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫جٌّٓطهىِس‬ ‫جٌر١حٔحش‬ ‫ِؿّٛػس‬ٍٝ‫ػ‬ ‫ضّص‬ ‫ضؿحٌخ‬ ‫ذٛجْطس‬ ‫ضؿّ١ؼٙح‬ ُ‫ض‬16ٙ‫ٖه‬ ‫ٌؼرس‬ ْٛ‫٠ٍؼر‬Mario. ‫جألٌؼحخ‬ ِٓ ‫َٚؼ‬ ‫جوطّحي‬ ً‫و‬ ‫ذؼى‬ٍٚ‫ٌ١ؼر‬ ٓ١‫جٌالػر‬ ‫ْإجي‬ ُ‫٠ط‬‫ج‬‫ذػالظ‬ ‫ٚيٌه‬ ‫جٌّفٍٟس‬ ُٙ‫ٌؼرط‬ ٓ‫ػ‬ ٞ‫جٌطكى‬ ٟ٘ ‫ِهطٍفس‬ ‫ٖؼٌٛ٠س‬ ‫قحالش‬challenge٠‫ٚجإلقرح‬frustration‫ٚجالٔىِحؾ١س‬ engagement‫٠ٍ٠ك‬ ٓ‫ػ‬ٌ‫جنط١ح‬ٌٞ‫ئؾرح‬ٚ‫أ‬ ٌٝٚ‫جأل‬ ‫جٌٍؼرس‬ ‫ئِح‬ ‫جٌالػد‬ ‫٠كىو‬ ‫ق١ع‬ ‫ن١حٌجش‬ ‫ذأٌذغ‬ ٓ١‫ٌٍؼرط‬ ٍٗ١ٟ‫ضف‬ ٓ‫ػ‬ ٍ‫٠ؼر‬ ٚ‫أ‬ ،‫جٌّفٍٟس‬ ٟ٘ ‫جٌػحٔ١س‬‫قحٌس‬ ً‫و‬ ً‫أؾ‬ ِٓ ‫ِّٕٙح‬ ٞ‫أل‬ ٍٗ١ٟ‫ضف‬ َ‫ػى‬ ٚ‫أ‬ .‫ٖؼٌٛ٠س‬ ٍٔ‫يو‬ ‫وّح‬ ُ‫ض‬ ًٖ٘ ‫وٌجْطٕح‬ ٟ‫ف‬ِٓ ‫ِؼط١حش‬ ‫ؾّغ‬ ‫ْحذمح‬ ‫ح‬16‫الػرح‬‫ٌؼد‬ ‫َٚؼ‬ ْٛ‫٠ٍؼر‬ِٓ ‫ٌؼرس‬ ً‫و‬ ٟ‫جٌط‬ ‫ٚجٌطفٟ١الش‬ ٍ‫جٌّٗحػ‬ ٓ‫ػ‬ ‫جٌالػد‬ ‫ْإجي‬ ‫جٌُٚؼ‬ ‫ٌؼد‬ ‫ذؼى‬ ُ‫٠ط‬ ،ْ‫ول١مطح‬ ‫ضٓطغٍق‬ ‫جٌُٚؼ‬ ‫ً٘ج‬ ‫ج‬ ٟ٘ ٟ‫ٚجٌط‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحالش‬ ِٓ ‫جنطحٌ٘ح‬ٞ‫ٌطكى‬challenge‫ٚجالٔىِحؾ١س‬engagement ٠‫ٚجإلقرح‬frustration‫ن١حٌجش‬ ‫ذأٌذغ‬ ٌٞ‫ئؾرح‬ ٌ‫جنط١ح‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ضىٍّٕح‬ ‫ٚوّح‬‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ذٍٚضٛوٛي‬4-AFS.‫ْحذمح‬ ٕٗ‫ػ‬ ‫ضىٍّٕح‬ ًٌٞ‫ج‬
  68. 68. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 67 ‫انمًْح‬‫انذالنح‬ 0A > Bٍ‫ِٗحػ‬ ‫ٌكحٌس‬ ‫ذحٌٕٓرس‬E 1B < Aٍ‫ِٗحػ‬ ‫ٌكحٌس‬ ‫ذحٌٕٓرس‬E 2‫وحٔطح‬ ٓ١‫جٌٍؼرط‬ ‫وٍطح‬E 3ٍ١‫غ‬ ‫وحٔطح‬ ٓ١‫جٌٍؼرط‬ ‫وٍطح‬E ‫جٌٛجقىز‬ ‫جٌٍؼرس‬ ٓ‫ػ‬ ‫أ٠ٟح‬ ٓ١‫جٌالػر‬ ‫ْإجي‬ ُ‫ض‬‫يجضٙح‬ ‫ذكى‬‫ٖؼٌٛ٠س‬ ‫ٌكحٌس‬ ‫ِطحذمس‬ ‫أٔٙح‬ ‫قحي‬ ٟ‫ف‬ ‫أ٠ٟح‬E ‫ال‬ َ‫أ‬.ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ‫قٓد‬ ‫انمًْح‬‫انذالنح‬ 0Extremely 1Fairly 2Moderately 3Slightly 4Not at all
  69. 69. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 68 3.1.‫اعرخشاض‬ ‫ػًهْح‬‫انغًاخ‬Features Extraction ‫جألقىجظ‬ ‫ٍِف‬ ٛ٘ ً‫جٌىن‬ ً‫٠ّػ‬ .‫جٌّؼط١حش‬ ‫جْطهٍجؼ‬ ‫ٌؼٍّ١س‬ ‫ٚجٌهٍؼ‬ ً‫جٌىن‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ .‫ٌٍؼرس‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫ٌالػد‬ ٛ٠‫جٌف١ى‬ ١٠ٍٖٚ ‫جٌٍؼرس‬ ّٓٞ ‫جٌهحٚس‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ‫ػٍّ١س‬ ً١ٛ‫ذحٌطف‬ ‫أٚٞف‬ ً‫ذٗى‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ ً‫جٌٗى‬ ٓ١‫٠ر‬.‫ذؼى‬ ‫ف١ّح‬ ‫ٔحضؿّٙح‬ ‫وِؽ‬ ُ‫٠ط‬ ٓ١‫ٍِقٍط‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٟ‫جٌط‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ‫ػٍّ١س‬ ‫جٌٓحذك‬
  70. 70. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 69 3.1.َ‫األًن‬ ‫انًشدهح‬–‫انيايح‬ ‫األدذاز‬ ‫ين‬ ‫انغًاخ‬ ‫اعرخشاض‬ ٍ٠‫جأل‬ ٌ‫جنط١ح‬ ‫٠ٍ٠مس‬ ٍٝ‫ػ‬ ‫ذؼى‬ ‫ف١ّح‬ ْ‫٠إغٍج‬ ٓ١‫٠ٍ٠مط‬ ٌ‫ذحنط١ح‬ ‫جٌٍّقٍس‬ ًٖ٘ ٟ‫ف‬ َٛ‫ٔم‬video frames‫ٌٍؼر‬ ‫ؾّ١ؼٙح‬ ٍ٠‫جأل‬ ‫جْطهٍجؼ‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٌٝٚ‫جأل‬ .ٍٝ‫ػ‬ َٛ‫ضم‬ ‫جٌػحٔ١س‬ .‫جٌٛجقى‬ ٙ‫جٌٗه‬ ‫س‬ ً‫أن‬ ُ‫٠ط‬ ‫ق١ع‬ ١‫فم‬ ‫جٌهحٚس‬ ‫ذحألقىجظ‬ ‫ٍٚس‬ ‫ٌٙح‬ ٟ‫جٌط‬ ٍ٠‫جأل‬ ‫جْطهٍجؼ‬1ٚ َ‫ٌألِح‬ ٍ٠‫أ‬1ٍ٠‫أ‬ .َ‫جٌٙح‬ ‫جٌكىظ‬ ٖ‫ػٕى‬ ‫ٚلغ‬ ًٌٞ‫ج‬ ٌ‫ذحإل٠ح‬ ‫ِك١طس‬ ٍ٠‫وأ‬ ‫ٚيٌه‬ ‫ٌٍهٍف‬ ‫ٍِف‬ ّٓٞ ‫ذحٌالػد‬ ‫جٌهحٚس‬ ‫جٌٍؼد‬ ٘‫نٛج‬ ً‫و‬ ‫قفع‬ ُ‫ض‬.csv8ٌٟ‫جٌطح‬ ً‫ذحٌٗى‬ ٚ‫جأل‬ ‫جٌؼّٛو‬ ٍ‫٠ؼر‬ ‫ق١ع‬‫جٌكىظ‬ ٟ‫ف‬ ‫قىظ‬ ًٌٞ‫ج‬ ٌُِٓ‫ج‬ ٓ‫ػ‬ ‫ي‬eventً‫و‬ .ٟٔ‫جٌػح‬ ‫جٌؼّٛو‬ ٟ‫ف‬ ً‫جٌّمحذ‬ 8ٌٟ‫جٌطح‬ ‫وحٌؿىٚي‬ .‫جٌٍؼرس‬ ّٓٞ َ‫٘ح‬ ‫قىظ‬ ‫ضىحفة‬ ٟٔ‫جٌػح‬ ‫جٌؼّٛو‬ ٟ‫ف‬ ‫ل١ّس‬
  71. 71. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 70 3.4.‫انصانْح‬ ‫انًشدهح‬–‫انظاىشّح‬ ‫انغًاخ‬ ‫اعرخشاض‬ ‫ذٍِؿ١س‬ ٍٝ‫ػ‬ ‫ذحالػطّحو‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ُ‫٠ط‬ ‫ٕ٘ح‬SHORE.‫ِؼحٌؿس‬ ُ‫ض‬ٓ‫ػ‬ ‫جٌطٓؿ١الش‬ ‫ؾّ١غ‬ ‫ٌالقمس‬ ٌٌٛٛ‫ج‬ ‫ؾّ١غ‬ ً٠ٛ‫ضك‬ ُ‫غ‬ ِٓٚ ‫أٚال‬ ٌٛٚ ٌٝ‫ئ‬ ‫ضكٛ٠ٍٙح‬ ‫٠ٍ٠ك‬.pgm‫ِكٍن‬ ‫٠ؼحٌؿٙح‬ ٟ‫ٚجٌط‬ SHORE‫جٌؼٍّ١س‬ ٓ‫ػ‬ ‫ٔطؽ‬ .48،000( ‫ِؼحٌؿس‬ ‫ٌٚٛز‬3.)‫جٌٛجقىز‬ ‫ٌٍػحٔ١س‬ ‫ئ٠حٌجش‬ .ٌٌٛٛ‫ج‬ ‫ٌّؼحٌؿس‬ ‫جٌّأنٛيز‬ ‫جألَِٕس‬ ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ٓ١‫٠ر‬ Process IdProcess DescriptionTime taken 1Conversion to .pgm6 hours 2Visual behavior extraction by SHORE14 hours 20 hours
  72. 72. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 71 ‫أقىجظ‬ ‫قىٚظ‬ ‫ػٕى‬ ‫جٌٛؾٙ١س‬ ٍ١‫جٌطؼحذ‬ ‫ٚجنطالف‬ ‫جٌٍؼرس‬ ّٓٞ ‫ٌالػرس‬ ٓ٠ٌ‫ئ٠ح‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ events.‫نحٚس‬
  73. 73. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 72
  74. 74. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 73
  75. 75. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 74 ‫انفصم‬‫انؼاشش‬ ‫انًؼطْاخ‬ ‫لاػذج‬ ‫ذصًْى‬ Database Design
  76. 76. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 75
  77. 77. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 76 13.‫انًؼطْاخ‬ ‫لاػذج‬ ‫ذصًْى‬ 13.1.‫يمذيح‬ ‫ِؼط١حش‬ ‫لحػىز‬ ‫ذٕحء‬ ُ‫ض‬ِِٓٓ ‫ّس‬٠ٌٛ‫ٖؼ‬ ‫ٚضفٟ١الش‬ ‫ٌؼد‬ ‫ذ١حٔحش‬111‫ٌؼرس‬ ْٛ‫٠ٍؼر‬ ٙ‫ٖه‬ (Super Mario)‫٠ٍ٠ك‬ ٓ‫ػ‬ٚ ‫ْحذمح‬ ٕٗ‫ػ‬ ‫ضكىغٕح‬ ًٌٞ‫ج‬ ‫جٌر١حٔحش‬ ‫ؾّغ‬‫الػد‬ ً‫ٌى‬ ٛ٠‫ف١ى‬ ٍ٠ٛٛ‫ض‬ ٓ١‫ٌؼرط‬ ‫جالػد‬ ‫٠ٍؼد‬ ‫ق١ع‬AٚBُ‫٠ط‬ ُ‫غ‬‫جلططحع‬3‫أ٠حٌجش‬frames‫ال‬ ‫ذحٌػحٔ١س‬ٍ‫ِٗحػ‬ ٘‫ْطهال‬ ‮ `c

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