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» Automatic prediction of frustration
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CHI
2009
ACM
14 years 1 months ago
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose...
Chang Yun, Dvijesh Shastri, Ioannis Pavlidis, Zhig...
TITS
2011
165views more  TITS 2011»
13 years 1 months ago
Analysis of Real-World Driver's Frustration
—This study investigates a method for estimating a driver’s spontaneous frustration in the real world. In line with a specific definition of emotion, the proposed method inte...
Lucas Malta, Chiyomi Miyajima, Norihide Kitaoka, K...
DIS
2009
Springer
13 years 4 months ago
Player Modeling for Intelligent Difficulty Adjustment
In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces ...
Olana Missura, Thomas Gärtner
AIED
2009
Springer
13 years 11 months ago
Cohesion Relationships in Tutorial Dialogue as Predictors of Affective States
We explored the possibility of predicting learners’ affective states (boredom, flow/engagement, confusion, and frustration) by monitoring variations in the cohesiveness of tutori...
Sidney K. D'Mello, Nia Dowell, Arthur C. Graesser
UMUAI
2010
136views more  UMUAI 2010»
13 years 5 months ago
Towards affective camera control in games
Information about interactive virtual environments, such as games, is perceived by users through a virtual camera. While most interactive applications let users control the camera,...
Georgios N. Yannakakis, Héctor Perez Mart&i...