Högskolan i Skövde

his.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Game-calibrated and user-tailored remote detection of emotions: A non-intrusive, multifactorial camera-based approach for detecting stress and boredom of players in games
University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Federal University of Fronteira Sul. (Interaction Lab)ORCID iD: 0000-0001-6479-4856
2017 (English)Report (Other academic)
Abstract [en]

Questionnaires and physiological measurements are the most common approach used to obtain data for emotion estimation in the field of human-computer interaction (HCI) and games research. Both approaches interfere with the natural behavior of users, which affects any research procedure. Initiatives based on computer vision and remote extraction of user signals for emotion estimation exist, however they are limited. Experiments of such initiatives have been performed under extremely controlled situations with few game-related stimuli. Users had a passive role with limited possibilities for interaction or emotional involvement, differently than game-based emotion stimuli, where users take an active role in the process, making decisions and directly interacting with the media. Previous works also focus on predictive models based on a group perspective. As a consequence, a model is usually trained from data of several users, which in practice describes the average behavior of the group, excluding or diluting key individualities of each user. In that light, there is a lack of initiatives focusing on non-obtrusive, user-tailored emotion detection models, in particular regarding stress and boredom, within the context of games research that is based on emotion data generated from game stimuli.

This thesis proposal presents a research that aims to fill that gap, providing the HCI and the games research community with an emotion detection process, instantiated as a software tool, which can be used to remotely study user's emotions in a non-obtrusive way within the context of games. The main knowledge contribution of this research is a novel process for emotion detection that is remote (non-contact) and constructed from a game-based, multifactorial, user-tailored calibration phase. The process relies on computer vision and remote photoplethysmography (rPPG) to read user signals, e.g. heart rate (HR) and facial actions, without physical contact during the interaction with games to perform the detection of stress/boredom levels of users. The approach is automated and uses an ordinary camera to collect information, so specialized equipment, e.g. HR sensors, are not required.

Current results of this research show that individualities can be detected regarding facial activity, e.g. increased number of facial actions during the stressful part of games. Regarding physiological signals, findings are aligned with and reinforce previous research that indicates higher HR mean during stressful situations in a gaming context. The findings also suggest that changes in the HR during gaming sessions are a promising indicator of stress, which can be incorporated into a model aimed at emotion detection. The literature reviews, the experiments conducted so far and the planned future tasks support the idea of using a set of signals, e.g. facial activity, body movement, and HR estimations as sources of information in a multifactorial analysis for the identification of stress and boredom in games. It will produce a novel user-tailored approach for emotion detection focused on the behavioral particularities of each user instead of the average group pattern. The proposed approach will be implemented as a software tool, which can be used by researchers and practitioners for games research.

Place, publisher, year, edition, pages
2017. , p. 127
Keywords [en]
games, human-computer interaction, emotions, affective computing, rPPG, stress, boredom, remote
National Category
Human Computer Interaction
Research subject
Interaction Lab (ILAB)
Identifiers
URN: urn:nbn:se:his:diva-14042OAI: oai:DiVA.org:his-14042DiVA, id: diva2:1136150
Note

Thesis proposal, PhD programme, University of Skövde

Available from: 2017-08-25 Created: 2017-08-25 Last updated: 2018-01-13Bibliographically approved

Open Access in DiVA

No full text in DiVA

Authority records

Bevilacqua, Fernando

Search in DiVA

By author/editor
Bevilacqua, Fernando
By organisation
School of InformaticsThe Informatics Research Centre
Human Computer Interaction

Search outside of DiVA

GoogleGoogle Scholar

urn-nbn

Altmetric score

urn-nbn
Total: 1001 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf