Um framework para a adaptação de jogos sérios com Computação Afetiva e Computação de Personalidade
Resumo
Atividades de treinamento, ensino-aprendizagem ou de reabilitação motora podem envolver grandes desafios para os usuários. Com o intuito de tornar tais procedimentos mais atrativos e envolventes, pesquisadores têm investigado o desenvolvimento de jogos sérios, cujos objetivos vão além do entretenimento, podendo envolver aquisição de conhecimento ou habilidades. Dentre as abordagens aplicáveis a esta finalidade, destaca-se a adaptação automática do jogo conforme as características do jogador. Neste contexto, este projeto propõe o desenvolvimento de um framework que possibilite o desenvolvimento de jogos sérios automaticamente adaptáveis, conforme o estado emocional e os traços de personalidade do usuário. Espera-se que a abordagem proposta não apenas auxilie o desenvolvimento de jogos desta natureza, como também possibilite a manutenção do nível de engajamento do jogador.Referências
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R. V. Aranha, R. Nakamura, R. Tori, and F. L. S. Nunes, “Personality traits impacts in virtual reality’s user experience,” in 2018 20th Symposium on Virtual and Augmented Reality (SVR). IEEE, oct 2018. [Online]. Available: https://doi.org/10.1109/svr.2018.00019
R. V. Aranha, C. G. Correa, and F. L. S. Nunes, “Adapting software with affective computing: a systematic review,” IEEE Transactions on Affective Computing, pp. 1–1, 2019. [Online]. Available: https://doi.org/10.1109/taffc.2019.2902379
R. Dörner, S. Göbel, W. Effelsberg, and J. Wiemeyer, Introduction. Cham: Springer International Publishing, 2016, pp. 1–34. [Online]. Available: https://doi.org/10.1007/978-3-319-40612-1 1
R. V. Aranha, L. S. Silva, M. L. Chaim, and F. L. S. Nunes, “Using affective computing to automatically adapt serious games for rehabilitation,” in 2017 IEEE 30th International Symposium on Computer-Based Medical Systems (CBMS). IEEE, jun 2017. [Online]. Available: https://doi.org/10.1109/cbms.2017.89
R. V. Aranha, “EasyAffecta: um framework baseado em computação afetiva para adaptação automática de jogos sérios para reabilitação motora,” Master’s thesis. [Online]. Available: https://doi.org/10.11606/d.100.2017.tde-24072017-083504
R. Tadayon, A. Amresh, T. McDaniel, and S. Panchanathan, “Real-time stealth intervention for motor learning using player flow-state,” in 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), 2018, pp. 1–8.
A. Nagle, R. Riener, and P. Wolf, “Personality-based reward contingency selection: A player-centered approach to gameplay customization in a serious game for cognitive training,” Entertainment Computing, vol. 28, pp. 70–77, dec 2018. [Online]. Available: https://doi.org/10.1016/j.entcom.2017.10.005
T. Alves, C. Martinho, and R. Prada, “Towards incorporating personality in serious games for health,” in 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2019, pp. 1–4.
J. Brich, “Motivational game design factors in player-game adaptivity,” in Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, ser. CHI PLAY ’17 Extended Abstracts. New York, NY, USA: Association for Computing Machinery, 2017, p. 683–686. [Online]. Available: https://doi.org/10.1145/3130859.3133222
R. V. Aranha, R. Nakamura, R. Tori, and F. L. S. Nunes, “Personality traits impacts in virtual reality’s user experience,” in 2018 20th Symposium on Virtual and Augmented Reality (SVR). IEEE, oct 2018. [Online]. Available: https://doi.org/10.1109/svr.2018.00019
R. V. Aranha, C. G. Correa, and F. L. S. Nunes, “Adapting software with affective computing: a systematic review,” IEEE Transactions on Affective Computing, pp. 1–1, 2019. [Online]. Available: https://doi.org/10.1109/taffc.2019.2902379
Publicado
07/11/2020
Como Citar
ARANHA, Renan Vinicius; NUNES, Fátima.
Um framework para a adaptação de jogos sérios com Computação Afetiva e Computação de Personalidade. In: WORKSHOP DE TESES E DISSERTAÇÕES - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 22. , 2020, Evento Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
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p. 7-8.
DOI: https://doi.org/10.5753/svr_estendido.2020.12944.