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Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds

  • Georgios Yannakakis
    ,
  • John Hallam
    ,
  • Henrik Hautop Lund
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Publication Information

Output type

Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 207-243 (37 pages)

Journal (Volume, Issue Number)

User Modeling and User-Adapted Interaction (Volume 18, Issue 1-2)

Publication milestones

  • Published - 2008

Publication status

Published - 2008

ISSN

0924-1868

Publication IDs

  • Scopus: 38749153225

Abstract

An approach for capturing and modeling individual entertainment (“fun”) preferences is applied to users of the innovative Playware playground, an interactive physical playground inspired by computer games, in this study. The goal is to construct, using representative statistics computed from children’s physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children’s heart rate (HR) signals, and their expressed preferences of how much “fun” particular game variants are, are obtained from experiments using games implemented on the Playware playground. A comprehensive statistical analysis shows that children’s reported entertainment preferences correlate well with specific features of the HR signal. Neuro-evolution techniques combined with feature set selection methods permit the construction of user models that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64% of cases on previously unseen data (p−value 6 · 10−5). The generality of the methodology, its limitations, its usability as a real-time feedback mechanism for entertainment augmentation and as a validation tool are discussed.

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