包括对电子游戏《吃豆人》的情感改编

Ahbiya Harris, Alyza Villa, A. Hoch, Maria Elena Chavez Echeagaray, Ryan Kral, Javier Gonzalez-Sanchez, Michael Teposte, R. Atkinson
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引用次数: 2

摘要

构建情感驱动的自适应环境是一项旨在创建能够根据目标用户的情感状态进行更改的环境的任务。在我们的项目中,环境是著名的游戏《吃豆人》。为了提供情感驱动的自适应能力,利用多种传感器收集用户的生理数据,并使用情感识别框架融合感知数据并推断情感状态。由这些情感状态驱动的游戏改变旨在通过保持或增加玩家粘性来改善用户体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Including affect-driven adaptation to the Pac-Man video game
Building affect-driven adaptive environments is a task geared toward creating environments able to change based on the affective state of a target user. In our project, the environment is the well-known game, Pac-Man. To provide affect-driven adaptive capabilities, diverse sensors were utilized to gather a user's physiological data and an emotion recognition framework was used to fuse the sensed data and infer affective states. The game changes driven by those affective states aim to improve the user experience by keeping or increasing player's engagement.
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