运动游戏中基于心率和游戏精度的工作量估算

Fenja T. Bruns, F. Wallhoff
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引用次数: 2

摘要

运动游戏旨在提高或保持用户的身体和精神表现。然而,为了确保站立时的有效训练,使用者应该处于一种心流状态,在这种状态下,他们不会感到任何努力或紧张。为此,游戏应该适应玩家的情绪状态。因此,我们对这篇论文进行了研究,使用心率来测量工作量和情绪状态,并在不同的难度水平下取得了命中率,以检验这些测量在运动游戏中的可行性。离散的可测量数据与用户的主观评估相结合,以深入了解与个人感知工作量的相关性。在用户研究中,可以观察到客观数据(心率和错误率)与主观游戏体验之间的显著相关性(p<0.05)。此外,难度等级和数据之间存在统计学上的显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Estimating Workload from Heart Rate and Game Precision in Exergames
Exergames aim to improve or maintain the user's physical and mental performance. However, to ensure an effective training while standing, users should be in a flow state in which they do not feel any effort or strain. For this purpose, the game should adapt to the player's emotional state. Therefore, a study is conducted to this treatise measuring workload and emotional state using heart rate and achieved hit accuracy at different difficulty levels to test the feasibility of these measurements in exergames. The discretely measurable data are combined with subjective assessments of users to gain insight into a correlation with individually perceived workload. A user study is adjoined in which a significant correlation (p<0.05) between the objective data (heart rate and error rate) and the subjective gaming experience can be observed. In addition, statistically significant differences are found between difficulty levels and data.
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