Proposal of a Game with Dynamic Difficulty Adjustment from Physiological Signals in the Context of an Exergame

Jonathan David Aguilar, D. Guzmán, C. Rengifo, Luz Marina Chalapud, Juan David Guzmán
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Abstract

A sedentary lifestyle is considered one of the main risk factors for mortality according to the World Health Organization, due to its association with diseases such as diabetes and hypertension. This work presents an exergame to promote physical activity (PA), and allows the storage of performance data and heart rate (HR) obtained from the user’s interaction with it. For application development, Visual Studio Code, Python programming language and Pygame library were used; this application recreates an invasion theme scenario in which the user must perform PA to save the world. Two data collection processes were carried out: 18 people with a mean age of 22.5 years participated in the first process, generating a data set of 90 records, which were used to generate the characterization of a heuristic algorithm and the training of an artificial neural network (ANN); Subsequently, once the automatic parameter adjustment algorithms were established in the game, the second data collection was carried out in order to generate data sets regarding HR progression and performance, in which 8 people with an average age of 25.3 years participated. The eight people were randomly divided into two groups, and interacted with the heuristic and ANN-based configuration game for three days a week for a month. Additionally, surveys were conducted to find out information about motivation throughout the process. The results indicate that the game with an algorithm based on ANN has a greater impact on the progress and motivation of the users.
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基于生理信号的游戏难度动态调整方案
据世界卫生组织称,久坐不动的生活方式被认为是导致死亡的主要风险因素之一,因为它与糖尿病和高血压等疾病有关。这项工作提出了一个促进身体活动(PA)的exergame,并允许存储从用户与它的交互中获得的性能数据和心率(HR)。应用开发使用了Visual Studio Code、Python编程语言和Pygame库;此应用程序重新创建一个入侵主题场景,其中用户必须执行PA来拯救世界。进行了两个数据收集过程:18名平均年龄22.5岁的人参加了第一个过程,生成了90条记录的数据集,用于生成启发式算法的表征和人工神经网络(ANN)的训练;随后,在游戏中建立了自动参数调整算法后,进行第二次数据采集,生成HR晋升和绩效数据集,共有8人参与,平均年龄25.3岁。这八个人被随机分成两组,在一个月的时间里,每周进行三天的启发式和基于人工神经网络的配置游戏互动。此外,还进行了调查,以了解整个过程中有关动机的信息。结果表明,基于人工神经网络算法的游戏对用户的进度和动机有更大的影响。
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