基于脑电图的电子游戏玩家粘性指数

Ghulam Ruqeyya, Tehmina Hafeez, Sanay Muhammad Umar Saeed, Aleeza Ishwal
{"title":"基于脑电图的电子游戏玩家粘性指数","authors":"Ghulam Ruqeyya, Tehmina Hafeez, Sanay Muhammad Umar Saeed, Aleeza Ishwal","doi":"10.1109/ETECTE55893.2022.10007386","DOIUrl":null,"url":null,"abstract":"Modern era has changed the lifestyle of the people with technological advancement. Video games have become an integral part of daily entertainment for society. This study proposes an engagement index for a video game using electroencephalography (EEG) and compares its result with existing indices available in the literature. This study employs the use of a 14-channel Emotiv EPOC headset for evaluating the engagement of the players in a video game. The study utilizes the dataset of 10 volunteer participants available on Kaggle. Previously available engagement index calculation techniques utilized three or more features while we propose the use of only two features i.e., theta AF3 and alpha P7 for the calculation of the player's engagement index. Results depict that our proposed index is statistically similar to previous indices, while it needs only two electrodes to gauge player engagement. Additionally, these indices can also differentiate between an expert and a novice player. Thus, it is a step towards the improvement of player experience using dynamic difficulty adjustment (DDA).","PeriodicalId":131572,"journal":{"name":"2022 International Conference on Emerging Trends in Electrical, Control, and Telecommunication Engineering (ETECTE)","volume":"65 Pt 5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"EEG-based Engagement Index for Video Game Players\",\"authors\":\"Ghulam Ruqeyya, Tehmina Hafeez, Sanay Muhammad Umar Saeed, Aleeza Ishwal\",\"doi\":\"10.1109/ETECTE55893.2022.10007386\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Modern era has changed the lifestyle of the people with technological advancement. Video games have become an integral part of daily entertainment for society. This study proposes an engagement index for a video game using electroencephalography (EEG) and compares its result with existing indices available in the literature. This study employs the use of a 14-channel Emotiv EPOC headset for evaluating the engagement of the players in a video game. The study utilizes the dataset of 10 volunteer participants available on Kaggle. Previously available engagement index calculation techniques utilized three or more features while we propose the use of only two features i.e., theta AF3 and alpha P7 for the calculation of the player's engagement index. Results depict that our proposed index is statistically similar to previous indices, while it needs only two electrodes to gauge player engagement. Additionally, these indices can also differentiate between an expert and a novice player. Thus, it is a step towards the improvement of player experience using dynamic difficulty adjustment (DDA).\",\"PeriodicalId\":131572,\"journal\":{\"name\":\"2022 International Conference on Emerging Trends in Electrical, Control, and Telecommunication Engineering (ETECTE)\",\"volume\":\"65 Pt 5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 International Conference on Emerging Trends in Electrical, Control, and Telecommunication Engineering (ETECTE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ETECTE55893.2022.10007386\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Conference on Emerging Trends in Electrical, Control, and Telecommunication Engineering (ETECTE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ETECTE55893.2022.10007386","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

现代科技的进步改变了人们的生活方式。电子游戏已经成为社会日常娱乐不可或缺的一部分。本研究提出了一种使用脑电图(EEG)的电子游戏粘性指数,并将其结果与现有文献中的指数进行比较。本研究使用14通道Emotiv EPOC耳机来评估玩家在视频游戏中的参与度。这项研究利用了Kaggle上10名志愿者的数据集。之前可用的用户粘性指数计算技术使用了三个或更多功能,而我们建议只使用两个功能,即theta AF3和alpha P7来计算玩家的用户粘性指数。结果显示,我们提出的指数在统计上与之前的指数相似,而它只需要两个电极来衡量玩家粘性。此外,这些指标也可以区分专家和新手玩家。因此,这是使用动态难度调整(DDA)改善玩家体验的一个步骤。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
EEG-based Engagement Index for Video Game Players
Modern era has changed the lifestyle of the people with technological advancement. Video games have become an integral part of daily entertainment for society. This study proposes an engagement index for a video game using electroencephalography (EEG) and compares its result with existing indices available in the literature. This study employs the use of a 14-channel Emotiv EPOC headset for evaluating the engagement of the players in a video game. The study utilizes the dataset of 10 volunteer participants available on Kaggle. Previously available engagement index calculation techniques utilized three or more features while we propose the use of only two features i.e., theta AF3 and alpha P7 for the calculation of the player's engagement index. Results depict that our proposed index is statistically similar to previous indices, while it needs only two electrodes to gauge player engagement. Additionally, these indices can also differentiate between an expert and a novice player. Thus, it is a step towards the improvement of player experience using dynamic difficulty adjustment (DDA).
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Embedded Hash Codes for Image Similarity Detection and Tamper Proofing Outliers Detection and Repairing Technique for Measurement Data in the Distribution System 5th order Modeling, Control and Steady-State Validation of Wind Turbine Based on DFIG Propagation Channel Characterization of 28 GHz and 36 GHz Millimeter-Waves for 5G Cellular Networks Autonomous Vehicle Health Monitoring Based on Cloud-Fog Computing
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1