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Assessing Engagement in an Emotionally-Adaptive Applied Game
1. Assessing Engagement
in an Emotionally-Adaptive
Applied Game
Boyan Bontchev and Dessislava Vassileva
Dep. of Software Technologies,
Fac. of Mathematics and Informatics, Sofia Univ., Bulgaria
TEEM-2016
Salamanca, November 2, 2016
2. Player-centric adaptation
Player-centric adaptation in video games needs to
answer some questions:
Who – player character structural and behavioral
changes => requires player modelling
How – how adaptation will be realized => requires
adaptive loop design
What – which game features can be adapted =>
requires adaptive gameplay design
Why – advantages of game adaptation => requires
analysis of outcomes in playability and learning results
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3. The ADAPTIMES FP7 project
ADAPTIve player-centric serious video gaMES
ADAPTIMES aims at investigating how
cognitive abilities (the cognitive part),
psycho-emotional status (the affective part) and
playing style (the conative part – that of “desire, volition, and
striving”)
can be used in a
holistic approach
for efficient and
effective
player-centric
adaptation
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4. Adaptation Model
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Game dynamics
Player
Player style metrics
Playing styles
Performance
and efficiency
(abilities, skills
and knowledge)
Emotions
(flow, immersion &
intrinsic
motivation)
5. Measuring process
Measuring player’s performance – by tracking player’s
results, incl. time, task difficulties and efficiency
Measuring playing styles – based on tracking specific
gaming metrics describing player’s style of playing
Measuring player’s affect (emotions and arousal):
By means of analysis of psychophysiology signals
(arousal)
By means of visual expressions analysis (emotional
states)
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6. Affect inferred by psychophysiology signals
EDA (Electro-Dermal Activity)
Custom EDA meter – custom hardware device and
software (H2020 RAGE asset developed by SU)
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7. Emotions inferred by visual expressions analysis
Custom emotion recognizer using Affectiva SDK
Recognizes: sadness, disgust, anger, surprise, fear, joy;
engagement, attention (fixation), eye closures (saccades)
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8. Workflow of emotion-based
game dynamic adaptation control
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Implicit
Emotional
Indicators
(via sensors &
other devices)
Facial expr.
GSR
Heart Rhythm
ECG
EEG
Pressure
…
Change
Procedures
Time
Velocity
Acceleration
Route
Size
Defeat range
Luminosity
Contrast
…
Real-Time
Explicit
Player
Feedback
through
Adaptation
Control Panel
Analysis
Change
Visuali-
zation
Triggering
Events
on Behavior
Templates
9. Emotional Game Adaptation 1/2
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Adaptation of flying objects’ velocity, puzzle difficulty, and
ambient light for lower phasic arousal
10. Emotional Game Adaptation 2/2
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Adaptation of flying objects’ velocity, puzzle difficulty, and
ambient light for higher phasic arousal
11. Box plots of player’s average
emotions inferred by facial
expressions
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12. Box plots of measured GEngQ terms
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GEngQ = Game Engagement Questionnaire (Brockmyer et al., 2009)
13. Player´s joy, engagement, attention, eye
closure, and SCR (skin conductance response)
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Successful shot Unsuccessful shot
14. Correlations of psychological states (by facial
expressions) and arousal with GEngQ terms
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Game Engagement Questionnaire (GEngQ)
State /
arousal
Presen-
ce
Absorp-
tion
Flow
Immer-
sion
Engage-
ment
Atten-
tion
0.3878 0.0645 0.1779 0.0139 0.1978
Enga-
gement
0.0087 -0.0510 0.1870 -0.0532 0.0221
Eye
closure
0.3818 0.0885 0.3711 0.1737 0.1554
SCL
level
0.1341 -0.1312 0.0459 -0.1067 -0.0318
SCR
level
0.0119 -0.0558 -0.2177 0.1042 -0.0674
15. Correlations of psychological states and arousal
with emotions inferred by facial expressions
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Emotions
State /
arousal
Sad-
ness
Disgust Anger
Surp-
rise
Fear Joy
Atten-
tion
-0.0226 0.3712 0.2329 0.1835 -0.1677 0.2040
Enga-
gement
0.0782 0.7049 0.1653 0.4296 0.1013 0.8346
Eye
closure
-0.1257 0.2293 0.0918 0.4657 0.1713 0.3196
SCL
level
0.0226 -0.1484 -0.0759 0.3873 0.3007 -0.0027
SCR
level
-0.0275 0.3616 -0.0307 0.1285 -0.0959 0.4008
16. Conclusions 1/2
Statistically significant correlations found:
attention and presence
eye closure and presence
eye closure and flow
engagement and surprise
engagement and joy
SCL arousal level and surprise
SCR and joy
eye closure & average efficiency
SCL & relative time
Facial expressions (emotions) are complementary to
EDA (arousal)
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Assessing Engagement in an Emotionally-Adaptive Applied Game
17. Conclusions 2/2
Player-centric adaptive game play possesses essential
advantages compared to the non-adaptive gameplay
The synergy of using player´s performance, emotions,
and playing styles is very promising
All they are identified at run time and used for adapting
game mechanics, dynamics and audio-visual content, in
a dynamic and implicit way
More experiments are needed for revealing how such
emotion-based adaptations affect game experience
and playability, learning outcomes and consequences
of flow
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Assessing Engagement in an Emotionally-Adaptive Applied Game
18. Future work
Emotionally-adaptive games and other software app’s
Dynamic adaptation control
Software app’s using user affectation:
HRV
TEMP
….
Web-based platforms for generation of educational
games targeted to non-ICT people
Semantic content management in applied games
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19. Thank you for your attention!
Discussion
Videos at:
https://www.youtube.com/watch?v=rSzM2RrceNw&index=1&li
st=PLs4ZK9XAjRxpROiCNQ1kdDR8SFpH-itmY
More info at: http://adaptimes.eu/
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02/11/2016
Assessing Engagement in an Emotionally-Adaptive Applied Game