Abstract

Designing affect-based personalized technology involves dealing with large datasets. Machine learning (ML) algorithms are employed to predict affect and similar human factors from in-game metrics, behavioral patterns, or physiological responses. The classification performance is usually presented as a global point estimate without providing user-specific interpretations. This approach is incompatible with effective personalization in games because it disregards the variability of body responses between players. This paper proposes a methodology to classify subjective human factors from large multimodal data. A public VR dataset (CEAP-360VR) was used to extensively compare three ML classifiers and five feature importance techniques. The produced models could reduce the original feature space by 82% (from 113 to 20 features) without compromising predictive performance (F1 score). A random forest (RF) using forward sequential feature selection (fSFS) yielded the best prediction of binary valence (F1=0.761) and arousal (F1=0.748). Finally, feature importance rankings are discussed with emphasis on global and user-specific patterns that may improve affect recognition. The proposed methodology is envisioned to help game designers and researchers create customized user-centric games and VR experiences inferring possible explanations from multimodal datasets.

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