A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies

Publication Type  Journal Article
Year of Publication  2007
Authors  Mandryk, R. L.; Atkins, M. S.
Journal Title  International Journal of Human Computer Studies
Volume  65
Pagination  329-347
Key Words  Affective computing; Electromyography; Emotion; Fun; Galvanic skin response; Games; Heart rate; Physiology
Abstract  

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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