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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using A ective Loop as Auxilliary Design Tool for Video Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Barbara Giz_ycka</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AGH Univeristy of Science and Technology</institution>
          ,
          <addr-line>Al. Mickiewicza 30, 30-059 Krakow</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>As modern technologies become more apparent and persistent, human-computer interaction becomes an important research topic. With birth of a ective computing, which aims at developing systems capable of detecting and processing emotionally signi cant data from the environment, new possibilities for applications unfold, and video games can bene t from them as well. Bringing innovative solutions to this area involves new modes of a ective data collection and a ect modelling of various aspects of the game experience. My research, focusing on a ective game design patterns, is located on the intersection of modelling player a ect and a ective game design framework. In this paper, an outline of how a ective computing ideas (especially a ective loop) are introduced to video game design is presented. A new approach to designing video games in the form of a ective game design patterns is proposed, together with research method description and summary of studies conducted so far.</p>
      </abstract>
      <kwd-group>
        <kwd>human-computer interaction</kwd>
        <kwd>a ective computing</kwd>
        <kwd>a ective loop</kwd>
        <kwd>video game design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>In the times of great scienti c and technological progress, almost each and every
human activity is accompanied by modern technology. As computers and mobile
devices become more persistent and ubiquitous, people's everyday contact with
them emerge as a broad topic for discussion, improvement, and { therefore {
research. With interfaces being a direct level of interaction between the user and
the machine, designers and developers face a challenge to make this interaction
as easy and natural as possible.</p>
      <p>
        A movement taking a closer look on these problems, originating in early
1980s, is called Human-Computer Interaction (HCI). However, it was not until
late 1990s that Rosalind Picard from MIT Media Lab suggested that HCI should
take emotions in the interaction into consideration. She started a new approach
in researched, namely { A ective computing, AfC [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. It integrates psychology,
cognitive science, neurophysiology, and social studies, among others, in order to
make a machine a decent participator of interaction with a human.
      </p>
      <p>
        According to Picard, an a ective computer or system should be able to
detect and record emotionally signi cant information in the environment, store the
collected data, process it and generate an appropriate response. This data may
come from various dimensions of interaction: from the physiological level (heart
pulse, electrodermal activity, etc.), through user's behavior (facial expressions,
body postures and gestures), towards more general metrics consisting of
speci c sequences of operations, mouse cursor paths, and so on. Depending on the
context, the gathered data can be forwarded to speci c algorithms and
models. A notable feature of such solutions is an a ective loop [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] { a mechanism,
where data detection, collection and processing engage the user and the system
in a smooth, continuous cycle of dynamic behaviors and reactions. This brings
numerous challenges that were out of concern in case of models processing the
data in an o ine and asynchronous manner. Nevertheless, making the system
behave like it understood the user's emotions greatly improves the general user
experience [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        As a domain clearly interdisciplinary in its nature, AfC needs a solid
foundation in emotion theories. Currently, three main approaches to modelling emotion
can be distinguished. Two of them form a dichotomy of \discreet vs continuous".
With Paul Ekman's basic emotion's theory [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] as an example on one hand, the
a ects are grouped into separate categories. On the contrary, according to
dimensional a ect theories [
        <xref ref-type="bibr" rid="ref14 ref22">22, 14</xref>
        ] an emotion can be though of as a point in a
twoor three-dimensional (depending on a speci c model) space. However, most
interesting { at least from the AfC's point of view { approach seems to be re ected
in so called appraisal-based theories [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. It allows to de ne an emotion as
a set of features, ascribe them certain numeric values, and develop
mathematical models for their interpretation and simulation. Actually, one of the last of
the described group of emotion theories has already been implemented in AfC,
speci cally in the eld of video games [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>A ective computing in video games</title>
      <p>This paper focuses on how a ective approach, especially the a ective loop, can
facilitate video game design. In creating AfC systems, two essential steps are
considered: rstly, data collection (where various tools and methods for
recording the player's a ective state are developed), and secondly { models, where
the a ective loop can take its full shape. Video games, besides being a great
hypothesis-testing polygon, when enhanced with an a ective loop are capable of
raising the player's satisfaction and engagement, thereby increasing the game's
recreational, educational, and therapeutic value.
2.1</p>
      <sec id="sec-2-1">
        <title>Data collection in AfC video games</title>
        <p>
          Similarly to other AfC sub elds, as noticed by [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], in video game research there
are several levels of interaction where player's data can be gathered. On the most
fundamental level, information about a ective state of the player is derived from
her physiological signals, for example heart rate (HR) or galvanic skin response
(GSR) [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. A layer above comes the behavioral dimension of interaction with
the game, which regards data of the player's facial expressions, body postures
and gestures while playing, player character movement paths, etc. The level of
stress experienced by the player can be also derived from the force used to press
the button on the game controller [24]. Player's interpretation and evaluation of
in-game events and objects forms yet another level where a ective data can be
detected. Here, information of person's a ective state is derived based on models
operating on numerically described features of game components and relations
between them, such as the event's desirability, or its congruency with the game
goal. The features and relations are de ned separately for the player character,
and the characters in the game (Non-Player Characters, NPC). For example, the
event \the treasure is stolen" for the NPC Guard is calculated as the congruency
of this event for the NPC Guard's goal (\protect the treasure", value from 1
to 1) times the utility of this goal (where utility refers to how much the NPC
does or does not want the goal to happen, value from 1 to 1). Similar approach
may be applied to model the player's a ect.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>A ect modelling in AfC games</title>
        <p>
          Still following Hudlicka's suggestion [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], three perspectives on modelling the
affect in games can be taken. First and foremost, one can focus on the player's
emotional state, where her a ects have to be detected and interpreted as reliably
and precisely as possible. With regard to di erent levels of data collection,
emotion model may be based on physiological signals [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] and behavior patterns [23].
As has been already noted, the player character may interact with in-game
characters, whose emotions may be modelled too. In order to make the NPCs more
realistic, their a ect models have to include their goals and motivations. Finally,
a ective loop may be tailored into the design of the game itself, on the level of
game mechanics and aesthetics. From the very beginning of a ective gaming,
the biometric signals of the player were used to in uence the game modes and
di culty. Player's GSR and HR can be incorporated into the game engine to
dynamically modify player character's speed [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], as well as interface features and
monster spawning rates [
          <xref ref-type="bibr" rid="ref12 ref5">5, 12</xref>
          ]. On the other hand, there are whole architectures
supporting the a ective game design [
          <xref ref-type="bibr" rid="ref11">25, 11</xref>
          ].
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>A ective Game Design Patterns</title>
      <p>
        My account as a researcher is situated somewhere in between modelling the
player's a ect and a ective design framework. Coming from William James'
theory of emotion [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] with Jesse Prinz's re nement [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], my team and I take
a closer look on game design patterns [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. We assume that a set of patterns for
evoking emotional responses of the player can be distinguished, and coupled with
patterns of physiological reactions of this player. Using non-intrusive sensory
devices: Empatica E4 1 and Microsoft Band 2 wristbands2 2, as well as BITalino 3
and e-Health 4 platforms for biometric measurements, together with a simple
platform game (designed speci cally for research purposes, with the a ective
design patterns in mind, see Figure 1), we are now conducting experiments in
order to test our hypothesis.
The procedure now consists of three separate phases. Throughout the whole time
of the experiment, the subject is wearing one or several of the aforementioned
pieces of hardware and is seated in front of the laptop (see Figure 2). The
wristbands are paired via Bluetooth with our custom smartphone app for data
recording. In the beginning and between each of the phases, there is a 30-second
period of inactivity, for acquiring a baseline for signals of each participant. In the
rst part, the task is to evaluate subjectively felt arousal in reaction to the brie y
presented stimuli from Nencki A ective Picture System [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This steps serves as
a calibration phase, to address the problem of individual di erences and acquire
data for developing personalized biosignals patterns. Next, the participant plays
the platform game for several minutes. The a ective patterns present in the game
design are, among others, the Time Limit and randomly spawning Enemies. This
is where the timestamps of each game event related to speci c design pattern are
recorder, to be included in further analysis in the light of possible correlations
1 https://www.empatica.com/research/e4/
2 https://www.microsoft.com/en-us/band
3 http://bitalino.com/en/
4 http://www.my-signals.com/
with physiological responses. In the last phase, the participant is looking at
a relaxing picture, when suddenly, after roughly 50 seconds, an unpleasant sound
is played { a terri ed scream of a woman. Here, readings of a strong a ective
reaction to an unexpected stimuli are acquired.
So far, several studies have already taken place. From each of the experiments
conducted, readings of participant's HR and GSR responses from each of the
three phases were recorded and stored in CSV les. Additionally, timestamps of
each time a visual stimuli or a ective event occurred are kept in separate les, for
each individual. In April 2017, only the calibration phase was conducted, with
participation of 6 subjects, in Eurokreator Lab in Cracow. This rst attempt
allowed to verify that pictures with higher arousal values are reacted to with
stronger a ective responses, as indicated by increased participants' HR and GSR
measurements. Tentative ndings of the rst experiment have been described
and published in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Second experiment in June 2017 included both calibration
phase and gaming phase, with 9 participants { AGH UST students.
      </p>
      <p>In order to test the reliability of our experimental setup and explore other
possible directions of applicable hardware, experiments conducted in January
2018 and March 2018 were aided with e-Health and BITalino sensory platforms.
Moreover, in January we also used Neurobit Optima equipment, a reputable
system intended for neurofeedback and biofeedback training, as a reference device.
That time, all three phases (including the last one, with the audio stimuli) were
conveyed. 107 AGH UST students in total took part in the experiment. In brief,
as a result of those two studies we have con rmed that e-Health and BITalino
provide best HR and GSR measurements. However, in the future other forms
of sensors need to be considered, as ngertip-attached electrodes signi cantly
disrupt the player's comfort. This should not pose that much of a challenge,
though, as for example BITalino sends the acquired readings using Bluetooth,
so the sensors can be compressed into 3D printed wristband.</p>
      <p>Close examination of data in search of speci c correlations are still in progress,
but nevertheless some observations can be made. Our studies indicate that
Empatica E4 wristband and BITalino platform may serve as reliable biometric
measuring platforms for AfC purposes. Whether they can be successfully applied to
games with a ective loop, so that our requirements for non-invasiveness and
undisturbed gaming experience are satis ed, is still to be determined. We also
con rmed that out custom application for recording data from the wristbands
works impeccably, and is a useful asset for further studies. On the other hand,
unfortunately we had to withdraw from further using the Microsoft Band 2
wristband due to its poor raw data quality.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>Modern technologies are becoming increasingly pervasive in everyday life.
Interaction between human and computer has rightfully received much attention
within previous decades, but nevertheless there is still much to be done. A
ectaware systems, though already studied and developed, are rather crude and are
facing a lot of di culties. The need for new methodologies and frameworks for
implementing AfC into existing and new applications is evident. One of the areas
in need of such concern is video game development.</p>
      <p>
        As for future objectives, we aim at creating a new game, this time with an
a ective loop incorporated, and with respect to the conclusions from the analysis
of our previous studies. We predict that the outcomes of our research will have
a signi cant impact on the how the a ective dimension of games is designed.
This will be bene cial both for video games as an entertainment industry, and
as a medium for tutoring and therapy. Realistic emotional behavior of in-game
characters together with accurate player a ect models will undoubtedly raise
credibility of NPCs and make players more engaged in the experience, hence
increasing educational value [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and e ectiveness of various psychological
treatments [
        <xref ref-type="bibr" rid="ref4 ref7">7, 4</xref>
        ].
23. Shang, Z.: Continuous A ect Recognition with Di erent Features and Modeling
Approaches in Evaluation-Potency-Activity Space. Master's thesis, University of
Waterloo (2017)
24. Sykes, J., Brown, S.: A ective gaming: Measuring emotion through the gamepad.
      </p>
      <p>In: CHI '03 Extended Abstracts on Human Factors in Computing Systems. pp.
732{733. CHI EA '03, ACM, New York, NY, USA (2003), http://doi.acm.org/
10.1145/765891.765957
25. Szwoch, M.: Design elements of a ect aware video games. In: Proceedings of the
Mulitimedia, Interaction, Design and Innnovation. p. 18. ACM (2015)</p>
    </sec>
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