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Human Factors in the Design of Emotion-Aware
Gaming: Examining Affective Computing in
Gaming with Brain-Computer Interfaces
NORA ALDAHASH, AREEJ AL-WABIL, MUHAMMAD HUSSAIN
COLLEGE OF COMPUTER AND INFORMATION SCIENCES
SOFTWARE AND KNOWLEDGE ENGINEERING RESEARCH GROUP [ SKERG.KSU.ED U.SA ]
KING SAUD UNIVERSITY, RIYADH SAUDI ARABIA
@HCI_Lab
Introduction: Affective Gaming
Measuring affective states:
- brain signals
- physiological signals
- facial expressions
Introduction: Emotion-Aware Systems
Emotion Stimuli
Measurement
Technique
Machine Learning
Algorithms
5
Affective
BCI
Affective Computing
HCI
BCI
Psychology
Machine
Learning
Signal Processing
Pattern
Recognition
Emotion
CognitionPerception
State of the Art in Affective BCI
Emotion Aware Systems:
Stimuli and Emotion Models
Stimuli:
 Audio
 Visual
 Video
 Self-induced
6
EEG correlations of emotion:
Frequency Bands Cognitive/Affect Correlations in Human Subjects
Delta 0.5-4 Hz Deep sleep, motivational states (e.g. hunger)
Theta 4-8 Hz Memory, recall
Alpha 8-13 Hz Relaxing/meditative state, attention
Beta 13-30 Hz Cognitive processes
Gamma >30 Hz Negative state (worry)
Categorization of Emotion-Aware BCI
Audio-visual
induced affect
states
Motor
imagery
control
SSVEP
Emotion state
monitoring
Emotion-Aware Gaming
Game Emotion Headset / HW Number of Sensors EEG Features Interaction
Brain Ball (2000)[55] Relaxation ProComb 3 Alpha/Beta Active
Attention Enhancement
System; Virtual Reality
(2002)[60]
Attention Laxtha 4 Beta Activity Active
Neuro Wander (2010)[61] Attention/Meditation Neuro Sky 3 N/A Active
Towers of Hanoi
(2010)[62]
Attention/Meditation Neuro Sky 3 N/A Active
Mind Maps (2011) [64] Attention/Meditation Neuro Sky 3 N/A Active
Alpha WOW (2012)[5] Relaxation/Stress Emotiv 4 Alpha Activity Active
Brain Chi[54] Concentration/Distraction Emotiv 1 Fractal Dimension Model Active
Archery Game (2012) [63] Focus 3 Alpha Activity Active
Factors Affecting UX in NeuroGaming
 User Interface Factors
 Emotion-Aware Design Factors
 Utility Factors
 Software Architecture Design Factors
Factors affecting UX
UI/UX Factors
Visual Salience Interruption Handling
Utility Factors
Modality
(e.g. Tactile response)
Hardware
(e.g. headset, peripherals)
Software
(e.g. calibration, system
feedback)
Factors affecting UX
Emotion-Aware
Design Factors
Active Passive Repeatability
Factors affecting UX
Utility Factors
Modality
(e.g. Tactile response)
Hardware
(e.g. headset, peripherals)
Software
(e.g. calibration, system feedback)
Factors affecting UX
Architecture Factors Pipeline Flow Fusion Participatory SW Design
Conclusion
Thank you
Human Factors in the Design of Emotion-Aware Gaming:
Examining Affective Computing in Gaming with Brain-
Computer Interfaces
Nora Aldahash, Areej Al-Wabil, Muhammad Hussain
College of Computer and Information Sciences
Software and Knowledge Engineering Research group [ skerg.ksu.edu.sa ]
King Saud university, Riyadh Saudi Arabia

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Human Factors in the Design of Emotion-Aware Gaming

  • 1. Human Factors in the Design of Emotion-Aware Gaming: Examining Affective Computing in Gaming with Brain-Computer Interfaces NORA ALDAHASH, AREEJ AL-WABIL, MUHAMMAD HUSSAIN COLLEGE OF COMPUTER AND INFORMATION SCIENCES SOFTWARE AND KNOWLEDGE ENGINEERING RESEARCH GROUP [ SKERG.KSU.ED U.SA ] KING SAUD UNIVERSITY, RIYADH SAUDI ARABIA
  • 3. Introduction: Affective Gaming Measuring affective states: - brain signals - physiological signals - facial expressions
  • 4. Introduction: Emotion-Aware Systems Emotion Stimuli Measurement Technique Machine Learning Algorithms
  • 6. Emotion Aware Systems: Stimuli and Emotion Models Stimuli:  Audio  Visual  Video  Self-induced 6
  • 7. EEG correlations of emotion: Frequency Bands Cognitive/Affect Correlations in Human Subjects Delta 0.5-4 Hz Deep sleep, motivational states (e.g. hunger) Theta 4-8 Hz Memory, recall Alpha 8-13 Hz Relaxing/meditative state, attention Beta 13-30 Hz Cognitive processes Gamma >30 Hz Negative state (worry)
  • 8. Categorization of Emotion-Aware BCI Audio-visual induced affect states Motor imagery control SSVEP Emotion state monitoring
  • 9. Emotion-Aware Gaming Game Emotion Headset / HW Number of Sensors EEG Features Interaction Brain Ball (2000)[55] Relaxation ProComb 3 Alpha/Beta Active Attention Enhancement System; Virtual Reality (2002)[60] Attention Laxtha 4 Beta Activity Active Neuro Wander (2010)[61] Attention/Meditation Neuro Sky 3 N/A Active Towers of Hanoi (2010)[62] Attention/Meditation Neuro Sky 3 N/A Active Mind Maps (2011) [64] Attention/Meditation Neuro Sky 3 N/A Active Alpha WOW (2012)[5] Relaxation/Stress Emotiv 4 Alpha Activity Active Brain Chi[54] Concentration/Distraction Emotiv 1 Fractal Dimension Model Active Archery Game (2012) [63] Focus 3 Alpha Activity Active
  • 10. Factors Affecting UX in NeuroGaming  User Interface Factors  Emotion-Aware Design Factors  Utility Factors  Software Architecture Design Factors
  • 11. Factors affecting UX UI/UX Factors Visual Salience Interruption Handling Utility Factors Modality (e.g. Tactile response) Hardware (e.g. headset, peripherals) Software (e.g. calibration, system feedback)
  • 12. Factors affecting UX Emotion-Aware Design Factors Active Passive Repeatability
  • 13. Factors affecting UX Utility Factors Modality (e.g. Tactile response) Hardware (e.g. headset, peripherals) Software (e.g. calibration, system feedback)
  • 14. Factors affecting UX Architecture Factors Pipeline Flow Fusion Participatory SW Design
  • 16. Thank you Human Factors in the Design of Emotion-Aware Gaming: Examining Affective Computing in Gaming with Brain- Computer Interfaces Nora Aldahash, Areej Al-Wabil, Muhammad Hussain College of Computer and Information Sciences Software and Knowledge Engineering Research group [ skerg.ksu.edu.sa ] King Saud university, Riyadh Saudi Arabia

Editor's Notes

  1. Affective Computing is a field that first was defined by Picard, it is the study and development of systems and devices that can Recognize, interpret, process and stimulate human affects. A BCI game that can detect emotion and respond a appropriately is an example of Affective Computing -Affective Games: games that takes into account user’s emotional state
  2. An emotion aware study is typically comprised of 1- stimuli to induce emotion within a user 2- measurement technique to acquire brain signals ( EEG, 3- machine learning algorithm to translate brain signals into emotion
  3. Such system requires knowledge and expertise in the disciplines of machine learning, psychology and HCI
  4. Stimuli can be either indogenous or exogenous: Audio: Visual: Video (Audio + visual): film clips, music videos. Self-induced by memory or acting
  5. Measurement techniques : EEG 3 electrodes: minimal setting for emotion detection Fusion of modalities: physiological measures (GSR, HR)
  6. BCI games gained a lot of interest in the past years, Why ? Human factors of the design, development and interaction of affective games is influenced by Type of BCI control paradigm. Categorization of BCI games Categorization of Affective BCI systems according to: -approach: active or passive based on user’s intentions -Stimuli: classified as endogenous and exogenous. Exogenous stimuli are evoked stimuli (external) , such as visual evoked potential of steady state visual evoked potentials (SSVEP). Endogenous stimuli are induced by the user. Motor imagery control: BCI spelling systems. SSEVP: in games. Emotion state monitoring: in intelligent tutoring systems Audio-Visual induced affect states: when presenting stimuli such as music or videos to induce emotion
  7. Emotion aware or affective BCI games: games that take into account player’s emotions. Summary of Affective BCI games: minimal setting + active BCI approach + two emotional/cognitive states ( relaxing state and attention )
  8. A game interface would include a visual element that is mapped to the BCI control. Visually it would be different according to the BCI control whether neurofeedback or VEP. For neurofeedback it is a visual indication of the player state, visual elements should complement the game user interface and salient and overpowering. For VEP it is more challenging. In SSVEP a flickering stimuli is incorporated into the game interface.
  9. Emotion aware design factors relate to the target emotion and it’s approach whether active or passive: Active: when a player is aware and the emotion is induced intentionally Passive: when a player is not aware and his emotions are in response to the stimuli If it is passive, a player might be aware when the system is responsive to his emotional state. Active approach: users are aware and they train to control their emotion. it can be found in systems that help users relax or enhance their attention skills.
  10. Game responses: visual, auditory, tactile elements. BCI hardware: Kind of gaming headset determine its usability and effectiveness BCI software: detection accuracy and feedback
  11. Pipeline flow is typical of processing brain signals and is embedded in architecture of games. A fusion of neuro based input and bio signals. Architecture complexity would increase and require advanced models. A suggested architecture: agent-based for multi-modal emotion aware systems. They define specialist agents that are component based dealing with sensory devices such as eye tracking and EEG headsets. Each agent communicates separately with a center agent that is responsible for parsing incoming readings into a singular emotional state.   Participatory design: collaboration between BCI experts, game designers and gamers to ensure effective alignment of responsive game design and human emotion.
  12. Pipeline flow is typical of processing brain signals and is embedded in architecture of games. A fusion of neuro based input and bio signals. Architecture complexity would increase and require advanced models. A suggested architecture: agent-based for multi-modal emotion aware systems. They define specialist agents that are component based dealing with sensory devices such as eye tracking and EEG headsets. Each agent communicates separately with a center agent that is responsible for parsing incoming readings into a singular emotional state.   Participatory design: collaboration between BCI experts, game designers and gamers to ensure effective alignment of responsive game design and human emotion.