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...
—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...
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 ...
We explored the possibility of predicting learners’ affective states (boredom, flow/engagement, confusion, and frustration) by monitoring variations in the cohesiveness of tutori...
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,...