题名 | Application of machine learning and emotional fluctuation system in game quality evaluation and prospective players prediction |
作者 | |
发表日期 | 2018-12-01 |
会议名称 | 4th IEEE International Conference on Computer and Communications, ICCC 2018 |
会议录名称 | 2018 IEEE 4th International Conference on Computer and Communications, ICCC 2018
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页码 | 1977-1980 |
会议日期 | 7 December 2018 到 10 December 2018 |
会议地点 | Chengdu |
摘要 | Previous studies revealed that the players' emotional fluctuation is associated with and may be used to evaluate the quality of the game. This study aims at determining how the changes in a variety of emotional factors would reflect the quality of the game. Galvanic Skin Response GSR, an emotional-aware UI, was used to gain data from volunteers while they were playing games. The linear regression model was used to predict the prospective players in the game series. Results suggested that some emotion factors like fluent frequency have positive influence of the game quality while more emotion factors such as biggest wave and interval have negative influences. |
关键词 | Emotion Game GSR Machine learning |
DOI | 10.1109/CompComm.2018.8781020 |
URL | 查看来源 |
语种 | 英语English |
Scopus入藏号 | 2-s2.0-85070843294 |
引用统计 | |
文献类型 | 会议论文 |
条目标识符 | https://repository.uic.edu.cn/handle/39GCC9TT/9197 |
专题 | 个人在本单位外知识产出 |
作者单位 | 1.Wenzhou-Kean University,Wenzhou,China 2.Biological Science,Wenzhou-Kean University,Wenzhou,China |
推荐引用方式 GB/T 7714 | Li, Tianshu,Meng, Yu,Hu, Hanxinget al. Application of machine learning and emotional fluctuation system in game quality evaluation and prospective players prediction[C], 2018: 1977-1980. |
条目包含的文件 | 条目无相关文件。 |
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