The increasing number of people playing games on touch-screen mobile phones raises the question of whether touch behaviors reflect players' emotional states. This prospect would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behavior show the existence of discriminative affective profiles. In this article, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analyzed. Machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. Accuracy reached between 69% and 77% for the four emotional states, and higher results (similar to 89%) were obtained for discriminating between two levels of arousal and two levels of valence. We conclude by discussing the factors relevant to the generalization of the results to applications other than games.
机构:
Lomonosov Moscow State Univ, Fac Biol, Moscow 119992, RussiaLomonosov Moscow State Univ, Fac Biol, Moscow 119992, Russia
Babanova, Ksenia
Anisimov, Victor
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机构:
Lomonosov Moscow State Univ, Fac Biol, Moscow 119992, RussiaLomonosov Moscow State Univ, Fac Biol, Moscow 119992, Russia
Anisimov, Victor
Latanov, Alexander
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Lomonosov Moscow State Univ, Fac Biol, Moscow 119992, Russia
Peoples Friendship Univ Russia, Res Inst Funct Brain Dev & Peak Performance, Miklukho Maklaya str 6, Moscow 117198, RussiaLomonosov Moscow State Univ, Fac Biol, Moscow 119992, Russia
机构:
Copenhagen Business Sch, Ctr Language Cognit & Mental, Copenhagen, DenmarkCopenhagen Business Sch, Ctr Language Cognit & Mental, Copenhagen, Denmark