Towards Personalised Gaming via Facial Expression Recognition

Open Access
Authors
Publication date 2014
Host editors
  • I. Horswill
  • A. Jhala
Book title Proceedings of the Tenth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2014)
ISBN
  • 9781577356813
Event 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE'14)
Pages (from-to) 30-36
Publisher Palo Alto, California: AAAI Press
Organisations
  • Faculty of Science (FNWI) - Informatics Institute (IVI)
Abstract
In this paper we propose an approach for personalising the space in which a game is played (i.e., levels) dependent on classifications of the user’s facial expression - to the end of tailoring the affective game experience to the individual user. Our approach is aimed at online game personalisation, i.e., the game experience is personalised during actual play of the game. A key insight of this paper is that game personalisation techniques can leverage novel computer vision-based techniques to unobtrusively infer player experiences automatically based on facial expression analysis. Specifically, to the end of tailoring the affective game experience to the individual user, in this paper we (1) leverage the proven INSIGHT facial expression recognition SDK as a model of the user’s affective state (Sightcorp 2014), and (2) employ this model for guiding the online game personalisation process. User studies that validate the game personalisation approach in the actual video game INFINITE MARIO BROS. reveal that it provides an effective basis for converging to an appropriate affective state for the individual human player.
Document type Conference contribution
Language English
Published at http://www.aaai.org/Press/Proceedings/aiide14.php
Downloads
mavromoustakos_blom_bakkes_aiide2014[1] (Final published version)
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