Abstract

The proposed demonstration is an automatic emotion assessment installation used for game's dynamic difficulty adjustment. The goal of the system is to maintain the player of the game in a state of entertainment and engagement where his/her skills match the difficulty level of the game. The player's physiological signals are recorded while playing a Tetris game and signal processing, feature extraction and classification techniques are applied to the signals in order to detect when the player is anxious or bored. The level of the Tetris game is then adjusted according to the player's detected emotional state. The demonstration will also serve as an experimental protocol to test the player's experience through their interaction with the proposed platform.

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