Design of Emotion-Driven Game Interaction Using Biosignals

被引:5
|
作者
Frachi, Yann [1 ]
Takahashi, Takuya [1 ]
Wang, Feiqi [1 ]
Barthet, Mathieu [1 ]
机构
[1] Queen Mary Univ London, London, England
来源
HCI IN GAMES, HCI-GAMES 2022 | 2022年 / 13334卷
基金
英国工程与自然科学研究理事会;
关键词
UX; Biosignals; Emotions; HMI; HCI; Affective computing; User research; Video games; Automatic music arrangement;
D O I
10.1007/978-3-031-05637-6_10
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Video games can evoke a wide range of emotions in players through multiple modalities. However, on a broader scale, human emotions are probably an important missing part of the current generation of Human Computer Interaction (HCI). The main goal of this project is to start investigating how to design video games where the game mechanics and interactions are based on the player's emotions. We designed a two-dimensional (2D) storytelling game prototype with Unity. Game designers and creators manage the user's experience and emotions along the play through visual effects, sound effects, controls and narration. In particular for this project, we have chosen to create emotionally-driven interactions for two specific aspects: sound (audio effects, music), and narration (storytelling). Our prototype makes use of the Ovomind smart band and biosignals analysis technology developed by the first author. By wearing the smart band, human body physiological information are extracted and classified using signal processing method into groups of emotions mapped to the arousal & valence (AV) plane. The 2D AV emotion representation is directly used as an interactive input into the game interaction system. Regarding music, we propose a system that automatically arranges background music by inputting emotions analysed by the smart band into an AI model. We evaluated the results using video recordings of the experience and collected feedback from a total of 30 participants. The results show that participants are favorable to narrative and music game adaptations based on real-time player emotion analysis. Some issues were also highlighted e.g. around the coherence of game progression. Participants also felt that the background music arrangements matched the player's emotions well. Further experiments are required and planned to assess whether the prospects expressed by participants match their personal experience when playing the emotion-driven game.
引用
收藏
页码:160 / 179
页数:20
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