基于增强现实游戏的元AI设计分析玩家情感状态

Andry Chowanda, Vincentius Dennis, Virya Dharmawan, Joseph Danielson Ramli
{"title":"基于增强现实游戏的元AI设计分析玩家情感状态","authors":"Andry Chowanda, Vincentius Dennis, Virya Dharmawan, Joseph Danielson Ramli","doi":"10.30630/joiv.7.2.1022","DOIUrl":null,"url":null,"abstract":"Games are considered one of the most popular entertainment forms worldwide. The interaction in the game environment makes the players addicted to playing the game. One technique to build an addicting game is utilizing the player's emotions using Meta Artificial Intelligence (AI). The player's emotions can be utilized by adjusting the game difficulty. Most of the game offers static and steady difficulty development throughout the game. This research proposes a Meta AI game design using the player's affective states. We argue that a dynamic difficulty development throughout the game will increase the player's game experiences. The player's facial expressions are utilized to extract the player's affective state information. To recognize the player's facial expressions, a Facial Expressions Recognition (FER) model was trained using VGG-16 architecture and The Indonesian Mixed Emotion Dataset (IMED) dataset in addition to a self-collected dataset. The emotions recognition model (from player's facial expressions) achieved the best validation accuracy of 99.98%. The model was implemented in the proposed Meta AI game design. The Meta AI game design proposed in this game was implemented in several game scenarios to be compared and evaluated. The proposed Meta AI game design was evaluated by 31 respondents using Game Experiences Questionnaire (GEQ). Overall, the results show that the game with Meta AI and Augmented Reality implemented significantly improved the Game Experiences Questionnaire (GEQ) score and the player's overall satisfaction compared to the other game scenarios.","PeriodicalId":32468,"journal":{"name":"JOIV International Journal on Informatics Visualization","volume":"6 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Player's Affective States as Meta AI Design on Augmented Reality Games\",\"authors\":\"Andry Chowanda, Vincentius Dennis, Virya Dharmawan, Joseph Danielson Ramli\",\"doi\":\"10.30630/joiv.7.2.1022\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Games are considered one of the most popular entertainment forms worldwide. The interaction in the game environment makes the players addicted to playing the game. One technique to build an addicting game is utilizing the player's emotions using Meta Artificial Intelligence (AI). The player's emotions can be utilized by adjusting the game difficulty. Most of the game offers static and steady difficulty development throughout the game. This research proposes a Meta AI game design using the player's affective states. We argue that a dynamic difficulty development throughout the game will increase the player's game experiences. The player's facial expressions are utilized to extract the player's affective state information. To recognize the player's facial expressions, a Facial Expressions Recognition (FER) model was trained using VGG-16 architecture and The Indonesian Mixed Emotion Dataset (IMED) dataset in addition to a self-collected dataset. The emotions recognition model (from player's facial expressions) achieved the best validation accuracy of 99.98%. The model was implemented in the proposed Meta AI game design. The Meta AI game design proposed in this game was implemented in several game scenarios to be compared and evaluated. The proposed Meta AI game design was evaluated by 31 respondents using Game Experiences Questionnaire (GEQ). Overall, the results show that the game with Meta AI and Augmented Reality implemented significantly improved the Game Experiences Questionnaire (GEQ) score and the player's overall satisfaction compared to the other game scenarios.\",\"PeriodicalId\":32468,\"journal\":{\"name\":\"JOIV International Journal on Informatics Visualization\",\"volume\":\"6 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JOIV International Journal on Informatics Visualization\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.30630/joiv.7.2.1022\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Decision Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JOIV International Journal on Informatics Visualization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30630/joiv.7.2.1022","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Decision Sciences","Score":null,"Total":0}
引用次数: 0

摘要

游戏被认为是世界上最流行的娱乐形式之一。游戏环境中的互动使玩家沉迷于游戏。创造一款令人上瘾的游戏的一种技术便是使用元人工智能(Meta Artificial Intelligence,简称AI)去利用玩家的情感。可以通过调整游戏难度来利用玩家的情绪。大多数游戏在整个游戏过程中提供静态和稳定的难度发展。这项研究提出了一种使用玩家情感状态的元AI游戏设计。我们认为贯穿游戏的动态难度开发将提升玩家的游戏体验。玩家的面部表情被用来提取玩家的情感状态信息。为了识别球员的面部表情,我们使用VGG-16架构和印度尼西亚混合情绪数据集(IMED)数据集以及自收集数据集训练了一个面部表情识别(FER)模型。情绪识别模型(来自玩家的面部表情)达到了99.98%的最佳验证准确率。该模型在Meta AI游戏设计中得以实现。将游戏中提出的Meta AI游戏设计落实到多个游戏场景中进行比较和评估。提议的Meta AI游戏设计由31名受访者使用游戏体验问卷(GEQ)进行评估。总体而言,结果表明,与其他游戏场景相比,采用元AI和增强现实技术的游戏显著提高了游戏体验问卷(GEQ)得分和玩家的整体满意度。
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
Player's Affective States as Meta AI Design on Augmented Reality Games
Games are considered one of the most popular entertainment forms worldwide. The interaction in the game environment makes the players addicted to playing the game. One technique to build an addicting game is utilizing the player's emotions using Meta Artificial Intelligence (AI). The player's emotions can be utilized by adjusting the game difficulty. Most of the game offers static and steady difficulty development throughout the game. This research proposes a Meta AI game design using the player's affective states. We argue that a dynamic difficulty development throughout the game will increase the player's game experiences. The player's facial expressions are utilized to extract the player's affective state information. To recognize the player's facial expressions, a Facial Expressions Recognition (FER) model was trained using VGG-16 architecture and The Indonesian Mixed Emotion Dataset (IMED) dataset in addition to a self-collected dataset. The emotions recognition model (from player's facial expressions) achieved the best validation accuracy of 99.98%. The model was implemented in the proposed Meta AI game design. The Meta AI game design proposed in this game was implemented in several game scenarios to be compared and evaluated. The proposed Meta AI game design was evaluated by 31 respondents using Game Experiences Questionnaire (GEQ). Overall, the results show that the game with Meta AI and Augmented Reality implemented significantly improved the Game Experiences Questionnaire (GEQ) score and the player's overall satisfaction compared to the other game scenarios.
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
JOIV International Journal on Informatics Visualization
JOIV International Journal on Informatics Visualization Decision Sciences-Information Systems and Management
CiteScore
1.40
自引率
0.00%
发文量
100
审稿时长
16 weeks
期刊最新文献
Composition Model of Organic Waste Raw Materials Image-Based To Obtain Charcoal Briquette Energy Potential Visualization Mapping of the Socio-Technical Architecture based on Tongkonan Traditional House Skew Correction and Image Cleaning Handwriting Recognition Using a Convolutional Neural Network 433Mhz based Robot using PID (Proportional Integral Derivative) for Precise Facing Direction Closer Look at Image Classification for Indonesian Sign Language with Few-Shot Learning Using Matching Network Approach
×
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