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Book ChapterDOI

Artificially Intelligent Game Framework Based on Facial Expression Recognition

TLDR
In this article, an artificially intelligent game framework with smart features based on automatic facial expression recognition and adaptive game features was presented, where the gamer's emotions were recognized at run-time during gameplay using Deep Convolutional Neural Networks (CNN), and the game was adapted accordingly to the emotional condition.
Abstract
During gameplay, a player experiences emotional turmoil. In most of the cases, these emotions directly reflect the outcome of the game. Adapting game features based on players’ emotions necessitates a way to detect the current emotional state. Researchers in the area of “video game user research” has studied biometric data as a way to address the diverse characteristics of players, their individual preferences, gameplay expertise, and experiences. Identification of the player’s current state is fundamental for designing a game, which interacts with the player adaptively. In this paper, we present an artificially intelligent game framework with smart features based on automatic facial expression recognition and adaptive game features based on the gamer’s emotion. The gamer’s emotions are recognized at run-time during gameplay using Deep Convolutional Neural Networks (CNN), and the game is adapted accordingly to the emotional condition. Once identified, these features directly modify critical parameters of the underlying game engine to make the game more exciting and challenging.

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References
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Journal Article

Computerised biofeedback games: a new method for teaching stress management and its use in irritable bowel syndrome.

TL;DR: This computer biofeedback game taught deep relaxation rapidly and effectively to patients with refractory irritable bowel syndrome and may offer a simple, inexpensive strategy for managing other stress related medical disorders.
Proceedings ArticleDOI

Exploring the Role of Self-efficacy in Biofeedback Video Games

TL;DR: Self-efficacy was found to be a significant predictor of physiological regulation, highlighting the importance of taking psychological factors such as self- efficacy into account in the development and evaluation of biofeedback games designed to improve mental wellbeing.
Proceedings ArticleDOI

Biometric storyboards: visualising game user research data

TL;DR: The usefulness of BioSt to the game industry is evaluated by presenting the Biometric Storyboards technique to six game developers and interviewing them about the advantages and disadvantages of this technique.
Journal ArticleDOI

Gaming Away Stress: Using Biofeedback Games to Learn Paced Breathing

TL;DR: The multi-game experiments show that using respiratory biofeedback in video games is an effective strategy to learn paced breathing—on par with the standalone technique of paced Breathing—and to self-regulate stress levels in later stressful scenarios.
Journal ArticleDOI

Procedural Generation of Game Maps With Human-in-the-Loop Algorithms

TL;DR: The results show that the human computation approach to evaluate small portions of levels generated by an off-the-shelf generation system for the game of Infinite Mario Bros. to generate levels that are perceived by people to have better visual aesthetics and to be more enjoyable to play than existing approaches.
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