TY - JOUR
T1 - Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds
AU - Yannakakis, Georgios
AU - Hallam, John
AU - Lund, Henrik Hautop
N1 - Paper id:: 10.1007/s11257-007-9036-7
PY - 2008
Y1 - 2008
N2 - An approach for capturing and modeling individual entertainment (“fun”) preferences is applied to users of the innovative Playware playground, an interactive physical playground inspired by computer games, in this study. The goal is to construct, using representative statistics computed from children’s physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children’s heart rate (HR) signals, and their expressed preferences of how much “fun” particular game variants are, are obtained from experiments using games implemented on the Playware playground. A comprehensive statistical analysis shows that children’s reported entertainment preferences correlate well with specific features of the HR signal. Neuro-evolution techniques combined with feature set selection methods permit the construction of user models that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64% of cases on previously unseen data (p−value 6 · 10−5). The generality of the methodology, its limitations, its usability as a real-time feedback mechanism for entertainment augmentation and as a validation tool are discussed.
AB - An approach for capturing and modeling individual entertainment (“fun”) preferences is applied to users of the innovative Playware playground, an interactive physical playground inspired by computer games, in this study. The goal is to construct, using representative statistics computed from children’s physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children’s heart rate (HR) signals, and their expressed preferences of how much “fun” particular game variants are, are obtained from experiments using games implemented on the Playware playground. A comprehensive statistical analysis shows that children’s reported entertainment preferences correlate well with specific features of the HR signal. Neuro-evolution techniques combined with feature set selection methods permit the construction of user models that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64% of cases on previously unseen data (p−value 6 · 10−5). The generality of the methodology, its limitations, its usability as a real-time feedback mechanism for entertainment augmentation and as a validation tool are discussed.
KW - Entertainment preferences modeling
KW - Playware playground
KW - Interactive physical playground
KW - Children's heart rate (HR) signals
KW - Fun game variants
KW - Entertainment preferences modeling
KW - Playware playground
KW - Interactive physical playground
KW - Children's heart rate (HR) signals
KW - Fun game variants
M3 - Journal article
SN - 0924-1868
VL - 18
SP - 207
EP - 243
JO - User Modeling and User-Adapted Interaction
JF - User Modeling and User-Adapted Interaction
IS - 1-2
ER -