| Literature DB >> 26713250 |
Young Bin Kim1, Shin Jin Kang2, Sang Hyeok Lee3, Jang Young Jung2, Hyeong Ryeol Kam1, Jung Lee3, Young Sun Kim3, Joonsoo Lee4, Chang Hun Kim3.
Abstract
In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.Entities:
Keywords: Game environments; Outlier detection; User behavior analysis
Year: 2015 PMID: 26713250 PMCID: PMC4690374 DOI: 10.7717/peerj.1502
Source DB: PubMed Journal: PeerJ ISSN: 2167-8359 Impact factor: 2.984
Figure 1System overview.
The outlier classifier is generated based on the multimodal data of users collected in a PC game environment.
Figure 230 facial feature points and all 24 feature points constructed from these 30 feature points.
(A) 30 facial feature points used for facial-expression and blinking recognition (B) all 24 feature points constructed from these 30 feature points for measuring angle variations.
Figure 3To identify the direction of a player’s rotation and to detect lost feature points.
A triangle is created to connect feature points on both sides of the eye and the tip of the nose. The direction of rotation is defined according to the triangle’s internal angles, and weights are applied if feature points are lost in the applicable state.
Figure 4All 30 feature points divided into 5 groups.
The sum of the variations in movement for the applicable group is used as an ANN learning input node for facial-expression recognition.
Figure 5Experimental design overview.
Results for experiments 1–4.
Summarization data table for Experiment #1 through #4 Results.
| Experiment | Manipulation | Result: recall value | |||||
|---|---|---|---|---|---|---|---|
| Game genre | Learning | Evaluation | Grouping | No grouping | |||
| 15 min | 25 min | 45 min | |||||
| #1 | Same | Individual | Individual | 73.31% | 75.29% | 77% | – |
| #2 | Same | Individual | Other players | 64.17% | 63.94% | 68.26% | – |
| #3 | Same | Integration | Each Players | – | – | – | 66.54% |
| #4 | Different | Individual | Individual | – | – | – | 69.70% |