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Adaptive user modelling in car racing games using behavioural and physiological data

Personalised content adaptation has great potential to increase user engagement in video games. Procedural generation of user-tailored content increases the self-motivation of players as they immerse themselves in the virtual world. An adaptive user model is needed to capture the skills of the playe...

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Autores principales: Georgiou, Theodosis, Demiris, Yiannis
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Netherlands 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6994227/
https://www.ncbi.nlm.nih.gov/pubmed/32063681
http://dx.doi.org/10.1007/s11257-017-9192-3
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author Georgiou, Theodosis
Demiris, Yiannis
author_facet Georgiou, Theodosis
Demiris, Yiannis
author_sort Georgiou, Theodosis
collection PubMed
description Personalised content adaptation has great potential to increase user engagement in video games. Procedural generation of user-tailored content increases the self-motivation of players as they immerse themselves in the virtual world. An adaptive user model is needed to capture the skills of the player and enable automatic game content altering algorithms to fit the individual user. We propose an adaptive user modelling approach using a combination of unobtrusive physiological data to identify strengths and weaknesses in user performance in car racing games. Our system creates user-tailored tracks to improve driving habits and user experience, and to keep engagement at high levels. The user modelling approach adopts concepts from the Trace Theory framework; it uses machine learning to extract features from the user’s physiological data and game-related actions, and cluster them into low level primitives. These primitives are transformed and evaluated into higher level abstractions such as experience, exploration and attention. These abstractions are subsequently used to provide track alteration decisions for the player. Collection of data and feedback from 52 users allowed us to associate key model variables and outcomes to user responses, and to verify that the model provides statistically significant decisions personalised to the individual player. Tailored game content variations between users in our experiments, as well as the correlations with user satisfaction demonstrate that our algorithm is able to automatically incorporate user feedback in subsequent procedural content generation.
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spelling pubmed-69942272020-02-14 Adaptive user modelling in car racing games using behavioural and physiological data Georgiou, Theodosis Demiris, Yiannis User Model User-adapt Interact Article Personalised content adaptation has great potential to increase user engagement in video games. Procedural generation of user-tailored content increases the self-motivation of players as they immerse themselves in the virtual world. An adaptive user model is needed to capture the skills of the player and enable automatic game content altering algorithms to fit the individual user. We propose an adaptive user modelling approach using a combination of unobtrusive physiological data to identify strengths and weaknesses in user performance in car racing games. Our system creates user-tailored tracks to improve driving habits and user experience, and to keep engagement at high levels. The user modelling approach adopts concepts from the Trace Theory framework; it uses machine learning to extract features from the user’s physiological data and game-related actions, and cluster them into low level primitives. These primitives are transformed and evaluated into higher level abstractions such as experience, exploration and attention. These abstractions are subsequently used to provide track alteration decisions for the player. Collection of data and feedback from 52 users allowed us to associate key model variables and outcomes to user responses, and to verify that the model provides statistically significant decisions personalised to the individual player. Tailored game content variations between users in our experiments, as well as the correlations with user satisfaction demonstrate that our algorithm is able to automatically incorporate user feedback in subsequent procedural content generation. Springer Netherlands 2017-05-02 2017 /pmc/articles/PMC6994227/ /pubmed/32063681 http://dx.doi.org/10.1007/s11257-017-9192-3 Text en © The Author(s) 2017 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.
spellingShingle Article
Georgiou, Theodosis
Demiris, Yiannis
Adaptive user modelling in car racing games using behavioural and physiological data
title Adaptive user modelling in car racing games using behavioural and physiological data
title_full Adaptive user modelling in car racing games using behavioural and physiological data
title_fullStr Adaptive user modelling in car racing games using behavioural and physiological data
title_full_unstemmed Adaptive user modelling in car racing games using behavioural and physiological data
title_short Adaptive user modelling in car racing games using behavioural and physiological data
title_sort adaptive user modelling in car racing games using behavioural and physiological data
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6994227/
https://www.ncbi.nlm.nih.gov/pubmed/32063681
http://dx.doi.org/10.1007/s11257-017-9192-3
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