skip to main content
10.1145/1518701.1519036acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

O' game, can you feel my frustration?: improving user's gaming experience via stresscam

Published:04 April 2009Publication History

ABSTRACT

One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose interests if a game is either too easy or too difficult. This paper presents a novel methodology to improve user's experience in computer games by automatically adjusting the level of the game difficulty. The difficulty level is computed from measurements of the facial physiology of the players at a distance. The measurements are based on the assumption that the players' performance during the game-playing session alters blood flow in the supraorbital region, which is an indirect measurement of increased mental activities. This alters heat dissipation, which can be monitored in a contact-free manner through a thermal imaging-based stress monitoring and analysis system, known as StressCam.

In this work, we investigated on two primary objectives: (1) the feasibility of utilizing the facial physiology in automatically adjusting the difficulty level of the game and (2) the capability of the automatic difficulty level adjustment in improving game players' experience. We employed and extended a XNA video game for this study, and performed an in-depth, comparative usability evaluation on it. Our results show that the automatic difficulty adjustable system successfully maintains game players' interests and substantially outperforms traditional fixed-difficulty mode games. Although a number of issues of this preliminary study remain to be investigated further, this research opens a new direction that utilizes non-contact stress measurements for monitoring and further enhancing a variety of user-centric, interactive entertainment activities.

References

  1. Anderson, C.A. and Dill, K.E. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, (2000), 772--790.Google ScholarGoogle ScholarCross RefCross Ref
  2. Anderson, C.A. and Bushman, B.J. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 5 (2001), 353--359.Google ScholarGoogle ScholarCross RefCross Ref
  3. Anderson, C.A. An update on the effects of playing violent video games. Journal of Adolescence, 27, 1 (2004), 113--122.Google ScholarGoogle ScholarCross RefCross Ref
  4. Sherry, J.L. The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27, 3(2001), 409--431.Google ScholarGoogle Scholar
  5. Ballard, M.E. and Weist, J.R. Mortal Kombat: The effects of violent video game play on males' hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, (1996), 717--730.Google ScholarGoogle ScholarCross RefCross Ref
  6. Carnagey, N.L. and Anderson, C.A. The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological Science, 16, 11 (2005), 882--889.Google ScholarGoogle ScholarCross RefCross Ref
  7. Zellweger, P.T., Bouvin, N.O., Jehøj, H., and Mackinlay, J.D. Fluid Annotations in an Open World. Proc. Hypertext 2001, ACM Press (2001), 9--18. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Scott, D. The effect of video games on feelings of aggression. The Journal of Psychology, 129, (1995), 121--132.Google ScholarGoogle ScholarCross RefCross Ref
  9. Ravaja, N., Saari, T., Salminen, M., Laarni, J., Holopainen, J., and Jarvinen A. Emotional Response Patterns and Sense of Presence during Video Games: Potential Criterion Variables for Game Design. NordiCHI '04, (2004), 339--347. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Ravaja, N., Saari, T., Turpeinen, M., Laarni, J., Salminen, M., and Kivikangas, M. Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? Presence, 15, 4(2006). Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Nosu, K., Kurokawa, T.A., Horita, H., Ohhazama, Y., and Takeda, K. Real Time Emotion-Diagnosis of Video Game Players from Their Facial Expressions and Its Applications to Voice Feed-Backing to Game Players. Proceedings of the 6th International Conference on Machine Learning and Cybernetics, (2007), 2208--2212.Google ScholarGoogle ScholarCross RefCross Ref
  12. Schneider, E.F., Lang, A., Shin, M. Bradley, S.D. Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games. Human Communication Research, 30, 3 (2004), 361--375.Google ScholarGoogle Scholar
  13. Nenonen, V., Lindblad, A., Hakkinen, V., Laitinen, T., Jouhtio, M., and Hamalainen, P. Using Heart Rate to Control an Interactive Game. CHI 2007 Proceedings - Games, (2007). Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Kim, J.H., Gunn, D.V., Schuh, E., Philips, B.C., Pagulayan, R.J., and Wixon, D. Tracking Real-Time User Experience (TRUE): A comprehensive instrumentation solution for complex systems. CHI 2008 Proceedings - Data Collection, (2008). Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Lin, T., Omata, M., Hu, W., and Imamiya, A. Do physiological data relate to traditional usability indexes?. Proceedings of the 17th Australia Conference on Computer-Human interaction: Citizens online: Considerations For Today and the Future, Canberra, Australia, November 21 - 25, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Lazzaro, N. Why We Play Games: Four Keys to Move Emotion Without Story. XEODesign, 5273 College Ave. Suite 201, Oakland, California, 94618, http://www.xeodesign.com.Google ScholarGoogle Scholar
  17. Puri, C., Olson, L., Pavlidis, I., Levine, J., and Starren, J. StressCam: Non-contact Measurement of Users' Emotional States through Thermal Imaging. CHI 2005 - Late Breaking Results: Posters, (2004). Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Zhu Z., Tsiamyrtzis P., and Pavlidis I.,"The segmentation of the supraorbital vessels in thermal imagery, in Proceedings of the 5th IEEE International Conference on Advanced Video and Signal Based Surveillance, Santa Fe, New Mexico, September 1-3, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Pavlidis, I., Dowdall, J., Sun, N., Puri, C., Fei, J., and Garbey, M. Interacting with human physiology. Computer Vision and Image Understanding, 108, (2007), 150--170. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Palvidis, I. and Levine, J. Thermal image analysis for polygraph testing. IEEE Engineering in Medicine and Biology Magazine, 21, 6 (2002), 56--64.Google ScholarGoogle Scholar
  21. Dowdall, J., Pavlidis, I., Tsiamyrtzis, P. Coalitional tracking. Computer Vision and Image Understanding. vol. 106, no. 2-3, May-June (2007), 205--219. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Tsiamyrtzis, P., Dowdall, J., Shastri, D., Pavlidis, I., Frank, M., and Ekman, P. Imaging facial physiology for the detection of deceit. International Journal of Computer Vision 71, 2, 10 (2006), 197--214. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Yamakoshi, T., Yamakoshi, K., Tanaka, S., Nogawa, M., Shibata, M., Sawada, Y., Rolfe, P., Hirose, Y. A Preliminary Study on Driver's Stress Index Using a New Method Based on Differential Skin Temperature Measurement. In Proc of IEEE Conf Eng Med Biol Soc. (2007), 722--725.Google ScholarGoogle ScholarCross RefCross Ref
  24. Yamaguchi, M., Wakasugi, J., Sakakima, J. Evaluation of Driver Stress using Biomarker in Motor-vehicle Driving Simulator. In Proc IEEE Conf. Eng Med Biol Soc. (2006), 1834--1837.Google ScholarGoogle Scholar
  25. Healey, J.A., Picard, R.W. Detecting stress during real-world driving tasks using physiological sensors. Intelligent Transportation Systems, IEEE Transactions on. June (2005), 156--166. Volume: 6, Issue: 2 Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. FLIR Systems, 70 Castilian Dr., Goleta, California 93117, http://www.flir.com.Google ScholarGoogle Scholar
  27. Quickset International, 3650 Woodhead Drive, Northbrook, IL 60062, http://www.quickset.comGoogle ScholarGoogle Scholar
  28. SBIR Inc, 30 South Calle Cesar Chavez, Santa Barbara, CA 9310, http://www.sbir.comGoogle ScholarGoogle Scholar
  29. Moxham, B. J., Krish C., Berkovitz B., Alusi G., and Cheeseman T., Interactive head&neck (CD--ROM), Primal Pictures, December 2002.Google ScholarGoogle Scholar

Index Terms

  1. O' game, can you feel my frustration?: improving user's gaming experience via stresscam

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Conferences
            CHI '09: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
            April 2009
            2426 pages
            ISBN:9781605582467
            DOI:10.1145/1518701

            Copyright © 2009 ACM

            Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 4 April 2009

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article

            Acceptance Rates

            CHI '09 Paper Acceptance Rate277of1,130submissions,25%Overall Acceptance Rate6,199of26,314submissions,24%

            Upcoming Conference

            CHI '24
            CHI Conference on Human Factors in Computing Systems
            May 11 - 16, 2024
            Honolulu , HI , USA

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader