Analysing the Relevance of Experience Partitions to the Prediction of Players’ Self-Reports of Affect
- Héctor Pérez Martínez,
- Georgios N. Yannakakis
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewPublication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewHost publication Subtitle
Workshop on Emotion in Games (EMO games)Original language
EnglishPages from-to (Number of pages)
Pages 538-546 (9 pages)Publication milestones
- Published - 2011
Publication status
Published - 2011
Publisher
Springer, United States, GermanyISBN (Print)
978-3-642-24570-1 Publication IDs
- Scopus: 80054838645
Host publication title
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interactionAbstract
A common practice in modeling affect from physiological signals consists of reducing the signals to a set of statistical features that feed predictors of self-reported emotions. This paper analyses the impact of various time-windows, used for the extraction of physiological features, to the accuracy of affective models of players in a simple 3D game. Results show that the signals recorded in the central part of a short gaming experience contain more relevant information to the prediction of positive affective states than the starting and ending parts while the relevant information to predict anxiety and frustration appear not to be localized in a specific time interval but rather dependent on particular game stimuli.
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