Article

Modeling Users' Emotions During Interactive Entertainment Sessions

12/2001;
Source: CiteSeer

ABSTRACT We use the formalism of decision theory to develop principled definitions of emotional states of a user, and we postulate that these notions should be useful in designing interactive entertainment systems.

Download full-text

Full-text

Available from: Piotr J. Gmytrasiewicz, Jun 25, 2015
0 Followers
 · 
51 Views
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: We describe the results of a modeling methodology that combines the formal choice-system representation of decision theory with a human player-focused description of the behavioral features of game play in Pacman. This predictive player modeler addresses issues raised in previous work and, to produce reliable accuracy. This paper focuses on using player-centric knowledge to reason about player behavior, utilizing a set of features which describe game-play to obtain quantitative data corresponding to qualitative behavioral concepts.
    Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Milano, Italy, 7-10 September, 2009; 01/2009
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: We describe preliminary research on devising intelligent agents that can improve the educational effectiveness of collaborative, educational computer games. We illustrate how these agents can overcome some of the shortcomings of educational games by explicitly monitoring how students interact with the games, by modeling both the students' cognitive and emotional states, and by generating calibrated interventions to trigger constructive reasoning and reflection when needed. Introduction In this paper, we explore the potential of enriching educational computer games with socially intelligent agents that can help students learn effectively from the games while maintaining the high level of engagement and motivation that constitutes the strong appeal of electronic games in non-educational settings. Our research is developed in the context of EGEMS, the Electronic Games for Education in Math and Science project at the University of British Columbia (UBC). EGEMS is an interdisciplinary pro...
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: In the past, games development has been driven by the need to achieve more realistic graphics.