Each human activity involves feelings and subjective emotions: different people will perform and sense the same task with different outcomes and experience; to understand this experience, concepts like Flow or Boredom must be investigated using objective data provided by methods like electroencephalography. This work carries on the analysis of EEG data coming from brain-computer interface and videogame ``Neverwinter Nights 2'': we propose an experimental methodology comparing results coming from different off-the-shelf machine learning techniques, employed on the gaming activities, to check if each affective state corresponds to the hypothesis fixed in their formal design guidelines.
Affective Classification of Gaming Activities Coming from RPG Gaming Sessions
Balducci, Fabrizio;
2017-01-01
Abstract
Each human activity involves feelings and subjective emotions: different people will perform and sense the same task with different outcomes and experience; to understand this experience, concepts like Flow or Boredom must be investigated using objective data provided by methods like electroencephalography. This work carries on the analysis of EEG data coming from brain-computer interface and videogame ``Neverwinter Nights 2'': we propose an experimental methodology comparing results coming from different off-the-shelf machine learning techniques, employed on the gaming activities, to check if each affective state corresponds to the hypothesis fixed in their formal design guidelines.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.