Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games
Abstract
:1. Introduction
2. Remote Detection of Stress and Boredom
2.1. Game-Based Emotion Elicitation
2.2. Remote Extraction of User Signals and Classification Features
3. Background and Related Work
3.1. Extraction and Selection of Psychophysiological Signals
3.1.1. Physical Readings of Signals
3.1.2. Remote Readings of Signals
3.2. Emotion Classification
3.2.1. Approaches Based on Physical Contact and Sensors
3.2.2. Approaches based on Remote, Non-Contact Analysis
4. Experimental Setup
4.1. Calibration Games
4.2. Equipment and Data Collection
4.3. Participants
4.4. Configuration of Study 1
Materials and Procedures
4.5. Configuration of Study 2
4.5.1. Materials and Procedures
4.5.2. Evaluation Game: Infinite Mario
5. Analysis and Procedures
5.1. Study 1
5.1.1. Data Pre-Processing
5.1.2. Features Extraction and Calculation
5.1.3. Training and Evaluation of an Emotion Classifier
5.1.4. Analysis
- : a user-tailored neural network using a multifactorial feature set, i.e., facial and HR features, performs with greater accuracy than a user-tailored neural network using facial features only;
- : a user-tailored neural network using a multifactorial feature set, i.e., facial and HR features, performs with greater accuracy than a user-tailored neural network using HR features only.
5.2. Study 2
5.2.1. Data Preprocessing
5.2.2. Features Extraction
5.2.3. Training of the Emotion Classifier
5.2.4. Construction of a Testing Dataset
5.2.5. Evaluation of the Emotion Classifier
5.2.6. Analysis
- : a user-tailored model, i.e., neural network, trained on data samples from three calibration games of a given subject , i.e., Mushroom, Platformer and Tetris, is able to classify the emotional state of samples extracted from an evaluation game, i.e., Infinite Mario, played by that same subject with a mean accuracy greater than the chance-level rate.
6. Results
6.1. Study 1
6.2. Study 2
6.2.1. Self-reported emotional state
6.2.2. Emotion Classification
7. Discussion
7.1. Study 1
7.2. Study 2
8. Limitations, Critique and Ethical Considerations
8.1. Limitations of Our Approach
8.2. Ethical Considerations
9. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Abbreviations
ANS | Autonomic Nervous System |
AUC | Area Under the Curve |
BSS | Blind Source Separation |
BVP | Blood Volume Pulse |
CLNF | Constrained Local Neural Fields |
CMA | Circumplex Model of Affect |
COTS | Commercial Off-the-shelf |
DSR | Design Science Research |
ECG | Electrocardiogram |
EEG | Electroencephalogram |
EMG | Electromyography |
FA | Facial Actions |
FACS | Facial Action Coding System |
FPS | Frames Per Second |
HCI | Human–Computer Interaction |
HR | Heart Rate |
HRV | Hear Rate Variability |
ICA | Independent Component Analysis |
LOOCV | Leave-One-Out Cross-Validation |
LOSOCV | Leave-One-Session-Out Cross-Validation |
PNS | Parasympathetic Nervous System |
RGB | Red Green Blue |
ROI | Region of Interest |
rPPG | Remote Photoplethysmography |
RR | Respiratory Rate |
SNS | Sympathetic Nervous System |
SVM | Support Vector Machine |
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Notation | Name | Description |
---|---|---|
Mouth outer | Monitor the zygomatic muscle. | |
Mouth corner | Monitor the zygomatic muscle. | |
Eye area | Monitor the orbicularis oculi muscle, e.g., blinking. | |
Eyebrow activity | Monitor the corrugator muscle. | |
Face area | Monitor facial movement to and away from the camera | |
Face motion | Describe the total distance the head has moved in any direction in a short period of time. | |
Facial COM | Describe the overall movement of all 68 facial landmarks. | |
Remote HR | HR estimated using the rPPG technique proposed by Poh et al. [45]. |
Answer | Subjects in Study 1 (%) | Subjects in Study 2 (%) |
---|---|---|
No skill | 1 (5%) | 6 (9.7%) |
Not very skilled | 10 (50%) | 19 (30.6%) |
Moderately skilled | 7 (35%) | 25 (40.3%) |
Very skilled | 2 (10%) | 12 (19.9%) |
Answer (in Hours) | Subjects in Study 1 (%) | Subjects in Study 2 (%) |
---|---|---|
More than 10 | 2 (10%) | 25 (40.3%) |
5 to 10 | 6 (30%) | 7 (11.3%) |
3 to 4 | 2 (10%) | 6 (9.7%) |
1 to 3 | 2 (10%) | 5 (8.1%) |
0 to 1 | 4 (20%) | 10 (16.1%) |
0 | 4 (20%) | 9 (14.5%) |
Level | Type | Emotion | Adjustments |
---|---|---|---|
Overground | Any | Reduced number of interactable/collectable items and terrain obstacles; no power-ups; only 2 enemies and 1 gap (with width of Mario himself); Mario starts in big state. | |
Underground | Any | Regular number of interactable/collectable items, terrain obstacles, power-ups and enemies. Mario starts in small state. | |
Castle | Stress | Several gaps (with varying widths); reduced number of interactable items; no collectables/power-ups; several enemies; reduced time to complete level. Mario remains in small state. Mario starts with 5 lives. Available level time is 80 s. | |
Overground | Boredom | Auto-scrolling camera; reduced number of interactable/collectable items; few terrain obstacles; no gaps, power-ups, or enemies. Mario remains in big state. | |
Underground | Any | Regular number of interactable/collectable items, terrain obstacles, power-ups and enemies. Mario starts in small state. | |
Castle | Stress | Several gaps (with varying widths); reduced number of interactable items; no collectables/power-ups; several enemies; reduced time to complete level. Mario remains in small state. Mario starts with 5 lives. Available level time is 80 s. | |
Overground | Boredom | Auto-scrolling camera; reduced number of interactable/collectable items; few terrain obstacles; no gaps, power-ups, or enemies. Mario remains in big state. |
Name | Feature Set | Note | |
---|---|---|---|
1 | MULTI_R | , , , , , , | Facial analysis, rPPG-estimated HR. |
2 | MULTI_G | , , , , , , | Facial analysis, HR from physical sensor. |
3 | FACE | , , , , , | Facial analysis only. |
4 | HR_R | rPPG-estimated HR only. | |
5 | HR_G | HR from physical sensor only. |
Test | Accuracy | Precision | Recall | F1 |
---|---|---|---|---|
MULTI_R | 0.604 | 0.612 | 0.599 | 0.521 |
MULTI_G | 0.623 | 0.583 | 0.607 | 0.514 |
FACE | 0.594 | 0.601 | 0.585 | 0.507 |
HR_R | 0.547 | 0.541 | 0.545 | 0.497 |
HR_G | 0.608 | 0.656 | 0.624 | 0.581 |
Test | Accuracy | Precision | Recall | F1 | ||||
---|---|---|---|---|---|---|---|---|
min | max | min | max | min | max | min | max | |
MULTI_R | 0.19 | 0.91 | 0.00 | 0.95 | 0.19 | 0.87 | 0.00 | 0.91 |
MULTI_G | 0.25 | 0.98 | 0.00 | 0.97 | 0.13 | 0.98 | 0.00 | 0.98 |
FACE | 0.26 | 0.90 | 0.00 | 0.95 | 0.12 | 0.90 | 0.00 | 0.89 |
HR_R | 0.36 | 0.72 | 0.00 | 0.79 | 0.18 | 0.77 | 0.00 | 0.67 |
HR_G | 0.38 | 0.82 | 0.26 | 0.85 | 0.23 | 0.87 | 0.00 | 0.81 |
Level | Stress | Boredom |
---|---|---|
1.6 ± 0.8 | 2.3 ± 1.2 | |
2.1 ± 0.9 | 1.8 ± 1.1 | |
2.9 ± 0.9 | 1.9 ± 1.2 | |
1.5 ± 1.0 | 3.9 ± 1.2 | |
2.0 ± 0.8 | 2.2 ± 1.2 | |
3.0 ± 1.1 | 2.1 ± 1.2 | |
1.3 ± 0.7 | 4.0 ± 1.2 |
Accuracy | Precision | Recall | F1 |
---|---|---|---|
0.6158 | 0.6163 | 0.6127 | 0.5786 |
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Bevilacqua, F.; Engström, H.; Backlund, P. Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games. Sensors 2019, 19, 2877. https://doi.org/10.3390/s19132877
Bevilacqua F, Engström H, Backlund P. Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games. Sensors. 2019; 19(13):2877. https://doi.org/10.3390/s19132877
Chicago/Turabian StyleBevilacqua, Fernando, Henrik Engström, and Per Backlund. 2019. "Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games" Sensors 19, no. 13: 2877. https://doi.org/10.3390/s19132877
APA StyleBevilacqua, F., Engström, H., & Backlund, P. (2019). Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games. Sensors, 19(13), 2877. https://doi.org/10.3390/s19132877