Publicação
Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games
| dc.contributor.author | Rodrigues, Pedro | |
| dc.contributor.author | Fonseca, Micaela | |
| dc.contributor.author | Lopes, Phil | |
| dc.contributor.institution | DF – Departamento de Física | |
| dc.contributor.institution | LIBPhys-UNL | |
| dc.coverage.spatial | New York | |
| dc.date.accessioned | 2023-07-14T22:08:13Z | |
| dc.date.available | 2023-07-14T22:08:13Z | |
| dc.date.issued | 2023-04 | |
| dc.description | Funding Information: This work is supported by Fundação para a Ciência e Tecnologia (FCT), under HEI-Lab R&D Unit (UIDB/05380/2020) and Project PlayersAll: media agency and empowerment (EXPL/COM-OUT/088 2/2021). Publisher Copyright: © 2023 Owner/Author. | |
| dc.description.abstract | This paper proposes an empirical framework that aims to classify difficulty according to the player's physiological response. As part of the experimental protocol, a simple puzzle-based Virtual Reality (VR) videogame with three levels of difficulty was developed, each targeting a distinct region of the valence-arousal space. A study involving 32 participants was conducted, during which physiological responses (EDA, ECG, Respiration), were measured alongside emotional ratings, which were self-assessed using the Self-Assessment Manikin (SAM) during gameplay. Statistical analysis of the self-reports verified the effectiveness of the three levels in eliciting different emotions. Furthermore, classification using a Support Vector Machine (SVM) was performed to predict difficulty considering the physiological responses associated with each level. Results report an overall F1-score of 74.05% in detecting the three levels of difficulty, which validates the adopted methodology and encourages further research with a larger dataset. | en |
| dc.description.version | published | |
| dc.format.extent | 4 | |
| dc.format.extent | 562212 | |
| dc.identifier.doi | 10.1145/3582437.3587187 | |
| dc.identifier.isbn | 978-145039856-5 | |
| dc.identifier.other | PURE: 66001122 | |
| dc.identifier.other | PURE UUID: a2219ab0-d689-4535-9579-3b1d95e89d9f | |
| dc.identifier.other | Scopus: 85153562758 | |
| dc.identifier.other | ORCID: /0000-0001-7946-4825/work/151427190 | |
| dc.identifier.uri | http://hdl.handle.net/10362/155271 | |
| dc.identifier.url | https://www.scopus.com/pages/publications/85153562758 | |
| dc.language.iso | eng | |
| dc.peerreviewed | yes | |
| dc.publisher | ACM - Association for Computing Machinery | |
| dc.subject | Affective computing | |
| dc.subject | emotion assessment | |
| dc.subject | games | |
| dc.subject | multimodal dataset | |
| dc.subject | virtual reality | |
| dc.subject | Human-Computer Interaction | |
| dc.subject | Computer Networks and Communications | |
| dc.subject | Computer Vision and Pattern Recognition | |
| dc.subject | Software | |
| dc.title | Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games | en |
| dc.type | conference object | |
| degois.publication.title | Foundations of Digital Games 2023 (FDG 2023), April 12–14, 2023, Lisbon, Portugal | |
| degois.publication.title | 18th International Conference on the Foundations of Digital Games, FDG 2023 | |
| dspace.entity.type | Publication | |
| rcaap.rights | openAccess |
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