Variations of Facial Actions While Playing Games with Inducing Boredom and Stress

Fernando Bevilacqua, P. Backlund, H. Engström
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引用次数: 7

Abstract

This paper presents an experiment aimed at empirically exploring the variations of facial actions (FA) during gaming sessions with induced boredom and stress. Twenty adults with different ages and gaming experiences played three games while being recorded by a video camera and monitored by a heart rate sensor. The games were carefully designed to have a linear progression from a boring to a stressful state. Self-reported answers indicate participants perceived the games as being boring at the beginning and stressful at the end. The 6 hours of recordings of all subjects were manually analyzed and FA were annotated. We annotated FA that appeared in the recordings at least twice; annotations were categorized by the period when they happened (boring/stressful part of the games) and analysed on a group and on an individual level. Group level analysis revealed that FA patterns were related to no more than 25% of the subjects. The individual level analysis revealed particular patterns for 50% of the subjects. More FA annotations were made during the stressful part of the games. We conclude that, for the context of our experiment, FA provide an unclear foundation for detection of boredom/stressful states when observed from a group level perspective, while the individual level perspective might produce more information.
玩游戏时面部动作的变化与诱导无聊和压力
本文提出了一项实验,旨在通过经验探索在游戏过程中引起无聊和压力的面部动作(FA)的变化。20名不同年龄和游戏经验的成年人玩了三款游戏,同时被摄像机记录下来,并由心率传感器监测。游戏被精心设计成从无聊到紧张状态的线性进程。自我报告的答案表明,参与者认为游戏开始时很无聊,结束时很有压力。对所有受试者的6小时录音进行人工分析,并对FA进行注释。我们注释了在录音中至少出现两次的FA;我们根据注释发生的时间(游戏中无聊/压力的部分)对其进行分类,并在团队和个人层面上进行分析。组水平分析显示,FA模式与不超过25%的受试者相关。个人层面的分析揭示了50%的受试者的特殊模式。在比赛紧张的时候会有更多的FA注释。我们的结论是,在我们的实验背景下,从群体层面的角度来看,FA为无聊/压力状态的检测提供了一个不明确的基础,而从个人层面的角度来看,可能会提供更多的信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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