2019 IEEE Conference on Games (CoG) 2019
DOI: 10.1109/cig.2019.8848082
|View full text |Cite
|
Sign up to set email alerts
|

Modelling Player Preferences in AR Mobile Games

Abstract: In this paper, we use preference learning techniques to model players' emotional preferences in an AR mobile game. This exploratory study uses player behaviour to make these preference predictions. The described techniques successfully predict players' frustration and challenge levels with high accuracy while all other preferences tested (boredom, excitement and fun) perform better than random chance. This paper describes the AR treasure hunt game we developed, the user study conducted to collect player prefer… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2019
2019
2023
2023

Publication Types

Select...
4
3

Relationship

1
6

Authors

Journals

citations
Cited by 8 publications
(2 citation statements)
references
References 12 publications
0
2
0
Order By: Relevance
“…The types of data logging found in XR experiments are much the same as those listed in Weibel's exploration of physiological measures in non-immersive virtual reality (Weibel et al, 2018), with studies using skin conductance (Yuan and Steed, 2010), heart rate (Egan et al, 2016), blood pressure (Hoffman et al, 2003), as well as electroencephalogram (EEG) (Amores et al, 2018). Built-in inertial sensors that are integral to providing an XR experience, such as head and hand position for VR HMDs, have also been widely used for investigations, including posture assessment (Brookes et al, 2020), head interaction tracking (Zhang and Healey, 2018), gaze and loci of attention (Piumsomboon et al, 2017) and gesture recognition (Kehl and Van Gool, 2004), while velocity change (Warriar et al, 2019) has also been used in both VR and AR interventions.…”
Section: Conventional Xr Experiments Experiments Types and Fields ...mentioning
confidence: 99%
“…The types of data logging found in XR experiments are much the same as those listed in Weibel's exploration of physiological measures in non-immersive virtual reality (Weibel et al, 2018), with studies using skin conductance (Yuan and Steed, 2010), heart rate (Egan et al, 2016), blood pressure (Hoffman et al, 2003), as well as electroencephalogram (EEG) (Amores et al, 2018). Built-in inertial sensors that are integral to providing an XR experience, such as head and hand position for VR HMDs, have also been widely used for investigations, including posture assessment (Brookes et al, 2020), head interaction tracking (Zhang and Healey, 2018), gaze and loci of attention (Piumsomboon et al, 2017) and gesture recognition (Kehl and Van Gool, 2004), while velocity change (Warriar et al, 2019) has also been used in both VR and AR interventions.…”
Section: Conventional Xr Experiments Experiments Types and Fields ...mentioning
confidence: 99%
“…W ITH the rapid development of information technology, the unprecedented popularity of smart mobile devices provides a powerful platform for new applications and also brings many novel challenges [1], [2]. As a typical Internet of things (IoT), Internet of vehicles (IoV) can realize ubiquitous information exchanging and content sharing between vehicles with almost no human intervention through its installed sensors and other smart devices [3].…”
Section: Introductionmentioning
confidence: 99%