Publication: A Fuzzy Physiological Approach for Continuously Modeling Emotion During Interaction with Play Environments
The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of assessing emotional state, and even fewer methods of quantifying emotion during play. This paper presents a novel method for continuously modeling emotion using physiological data. A fuzzy logic model transformed four physiological signals into arousal and valence. A second fuzzy logic model transformed arousal and valence into five emotional states relevant to computer game play: boredom, challenge, excitement, frustration, and fun. Modeled emotions compared favorably with a manual approach, and the means were also evaluated with subjective self-reports, exhibiting the same trends as reported emotions for fun, boredom, and excitement. This approach provides a method for quantifying emotional states continuously during a play experience.
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Participants
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Regan Mandryk University of Saskatchewan |
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M. Stella Atkins |
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Affective Computing
Evaluation of a user's emotional experience with technology is not well understood, especially when the primary goal of a technology is to entertain (e.g., computer game) or to invoke an emotional experience (e.g., animated film). |
Citation
Mandryk, R.L., Atkins, M. 2007. A Fuzzy Physiological Approach for Continuously Modeling Emotion During Interaction with Play Environments. In International Journal of Human-Computer Studies, vol. 6 no. 4, 329-347. DOI=doi:10.1016/j.ijhcs.2006.11.011.
BibTeX
@article {158-1-s2.0-S1071581906001881-main, | ||
author | = | {Regan Mandryk and M. Stella Atkins}, |
title | = | {A Fuzzy Physiological Approach for Continuously Modeling Emotion During Interaction with Play Environments}, |
booktitle | = | {International Journal of Human-Computer Studies}, |
year | = | {2007}, |
volume | = | {6}, |
number | = | {4}, |
pages | = | {329-347} |
} |