Title | Application of machine learning and emotional fluctuation system in game quality evaluation and prospective players prediction |
Creator | |
Date Issued | 2018-12-01 |
Conference Name | 4th IEEE International Conference on Computer and Communications, ICCC 2018 |
Source Publication | 2018 IEEE 4th International Conference on Computer and Communications, ICCC 2018
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Pages | 1977-1980 |
Conference Date | 7 December 2018 到 10 December 2018 |
Conference Place | Chengdu |
Abstract | 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. |
Keyword | Emotion Game GSR Machine learning |
DOI | 10.1109/CompComm.2018.8781020 |
URL | View source |
Language | 英语English |
Scopus ID | 2-s2.0-85070843294 |
Citation statistics |
Cited Times [WOS]:0
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Document Type | Conference paper |
Identifier | http://repository.uic.edu.cn/handle/39GCC9TT/9197 |
Collection | Research outside affiliated institution |
Affiliation | 1.Wenzhou-Kean University,Wenzhou,China 2.Biological Science,Wenzhou-Kean University,Wenzhou,China |
Recommended Citation 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. |
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