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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>People in the Context - an Analysis of Game-based Experimental Protocol</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Krzysztof Kutt</string-name>
          <email>krzysztof.kutt@uj.edu.pl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laura Z˙uchowska</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Szymon Bobek</string-name>
          <email>szymon.bobek@uj.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Grzegorz J. Nalepa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Applied Computer Science, AGH University of Science and Technology</institution>
          ,
          <addr-line>Kraków</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jagiellonian Human-Centered Artificial Intelligence Laboratory (JAHCAI) and Institute of Applied Computer Science, Jagiellonian University</institution>
          ,
          <addr-line>Kraków</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>46</fpage>
      <lpage>50</lpage>
      <abstract>
        <p>The paper provides insights into two main threads of analysis of the BIRAFFE2 dataset concerning the associations between personality and physiological signals and concerning the game logs' generation and processing. Alongside the presentation of results, we propose the generation of event-marked maps as an important step in the exploratory analysis of game data. The paper concludes with a set of guidelines for using games as a context-rich experimental environment.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The development of a good personalised intelligent assistant
that behaves in a natural way requires the development of
proper toolbox as a base [Nalepa et al., 2019]. In order to
be user-friendly, an assistant should not only perform its task,
but also respond to the user’s changing emotions. This is
due to our natural tendency to anthropomorphize interfaces
– the user will assume that the assistant will react
appropriately, e.g., understand that the nervousness is due to a
mistake committed. Such affective information can be extracted
from the range of physiological signals, particularly obtained
through low-cost wearable devices that will make this
technology available to everyone. Finally, it is important to note
that emotions do not happen in a void—they are always
dependent on the context a person is in [Prinz, 2006]—so it is
also important to collect information about the user’s current
situation (e.g., activity, weather conditions, time of day).</p>
      <p>An important step in establishing the above-outlined
framework for personalized assistants is the collection of the
right data. This, in turn, strictly depends on the
development of appropriate research environments and experimental
protocols. Such issues are addressed in the BIRAFFE
(BioReactions and Faces for Emotion-based Personalization)
series of experiments [Kutt et al., 2021]. Their main objective
is to develop methods for emotion recognition using a range
of contextual information and physiological signals such as
cardiac activity (ECG), electrodermal response (EDA), hand
movements (accelerometer) or changes in facial expression.
In order to ensure that the research is highly ecological in
∗Corresponding Author
measurement and easily extendable to wider research groups,
wearable and portable, affordable-for-all devices are used.</p>
      <p>A key aspect of the BIRAFFE experiments is the use of
games as the experimental environment. They were
chosen as a trade-off between a stimulus-rich complex
nearnatural environment and the need to control and record as
much context as possible to provide the most detailed
postexperimental analyses. The latest version of the experiment,
BIRAFFE2 [Kutt et al., 2020]1, used a game consisting of
three independent levels. The aim of the first was to evoke
positive emotions. The second was intended to induce
irritation and frustration, e.g., through impaired control. Finally,
the third level was a neutral maze. A detailed description of
the games is presented in [Z˙uchowska et al., 2020].</p>
      <p>This paper provides insights into the core analyses of the
BIRAFFE2 dataset on contextual information processing in
affective games. The first thread, presented in Sect. 2,
focuses on the analysis of the relationship between
physiological signals and the so-called “Big Five” personality traits. The
existence of such relationships in the data will allow further
work to create emotion prediction models that will be
moderated and personalised through the identification of personality
profiles. The second topic, described in Sect. 3, addresses the
topic of accurate game logging and the possibility of
reconstructing an entire game from such stored logs. The whole
article concludes with a set of lessons-learned regarding the
implementation of games as an experimental environment in
Sect. 4.
2</p>
      <p>Physiological Signals and Personality
Before undertaking the analyses, three features were
calculated for ECG signal using HeartPy library [van Gent et al.,
2019]: heart rate (number of heart beats per minute), mean
of successive differences between R-R intervals (MoSD) and
breathing rate. Also, to group the valence and arousal scores
into discrete variable, 16 clusters were introduced as
presented on Fig. 1.</p>
      <p>In order to find correlations and dependencies between
physiological data (the ECG signal was chosen as an
illustration) and personality traits (each on [1, 10] scale), several
1The entire dataset from the BIRAFFE2 experiment
is available under CC licence on the Zenodo platform,
DOI:10.5281/zenodo.3865859.</p>
    </sec>
    <sec id="sec-2">
      <title>ECG characteristic</title>
    </sec>
    <sec id="sec-3">
      <title>Heart rate [BPM] MoSD [ms] Breathing rate [Hz] Independent var.</title>
      <p>Median
9
approaches to statistical analysis were made. Firstly, basic
descriptive statistics were calculated to find outliers and
possible extremas. As can be seen in Tab. 1-2, the data was
distributed proportionally in terms of mean, median and
standard deviation, which indicates a promising start for further
analysis.</p>
      <p>The second analysis was aimed at investigation of
correlations between features. Although the results did not show
any strong dependencies between them (see Fig. 2), they
indicated the existence of potentially interesting relationships
worthy of further analysis and further research. Namely,
in terms of the associations between personality and widget
responses, valence and arousal are related to distinct traits.
For arousal, the highest values are for openness and
conscientiousness. On the other hand, valence’s most significant
factors are agreeableness and extraversion. When
considering the correlations between physiological reactions and
widget, among heart rate, MoSD, and respiratory rate, the
highest values were noted for the first of these for both valence
and arousal. The outcome of personality trait to heart rate
was presented as maximal for both conscientiousness and
extraversion. Considering the MoSD, highest value—and the
highest inter-correlation in general, i.e., the correlation
between different data sources—was for extraversion ( 0.23) and
conscientiousness (−0.19). Finally, values of correlation for
breathing rate played in favor of extraversion.</p>
      <p>The last statistical analysis performed was two ANOVAs
for valence and arousal (see Tab. 3-4), which indicated
several strong associations. What seems most interesting is the
strong relationship between heart rate and valence, which is
somehow in opposition to most approaches in which heart
rate is used to predict arousal, while other signals such as
EDA are mostly used for valence [Dzedzickis et al., 2020].
As noted in the introduction, one motivation for using games
as an experimental environment is the ability to frequently
sample and log the entire player context. Properly prepared
logs should allow the reconstruction of both the level map (the
same for each subject) and the course of the entire game for
each player. Indeed, this is possible for the games studied.
As part of the log analyses, a number of maps were
generated, which were verified by comparison with the games and
recorded screencasts of the gameplay. These maps can also
be used for aggregated analyses, e.g., by plotting all events of
one type followed by an initial visual inspection. Fig. 3 shows
all the death locations of the protagonist in the first level. One
can notice a very high number of deaths in the central room
– this is consistent with the observations made during the
experiment: this is the first room where players are just getting
familiar with the game interface.</p>
      <p>Another part of the analysis was the examination of
answers from Game Experience Questionnaire [IJsselsteijn et
al., 2013], a survey taken by each participant by the end of
the experiment. The results allow to understand whether the
games made an impact on emotional state of the subjects,
according to themselves. The results are represented by 7-factor
structure. Five of them were further analysed, as they were
the most relevant to the assumed game differences:
• Challenge – I felt time pressure/I had to put a lot effort,
• Tension – I was irritated/I feel angry,
• Negative affect – I felt bad/made me bored,
• Positive affect – I felt good/made me happy,
• Competence – I felt competent/skillful.</p>
      <p>The factors were compared to each other in order to dig
into the feelings of players. The expectations for the first
game were that subject is supposed to feel happy (high
positive, low negative, low tension) and not challenged (high
competence, low challenge). The second stage’s purpose was
contrary to the first one – high negative, tension and
challenge, with low competence and positive. The huge
difference is more likely to have an impact, as the contrast is hitting
the player suddenly. Based on the GEQ results (see Fig. 4),
one can state that everything worked as planned.</p>
      <p>The Competence line during first gameplay was set pretty
high, while leaving the tension line in the bottom, making
the subject feel calm enough to let their guard down, but still
be entertained by the gameplay. The second stage’s extreme
difficulty and pressure-building environment made the
experience hard to enjoy. A very similar result can be seen in
Negative/Tension comparison. About 95% of the participants
agreed that the second level has left them irritated, 83,5%
were not happy during and after the game. This cannot be
said about the first stage, where according to the answers,
only 30% of subjects felt somewhat irritated. Same outcome
can be said about positive feedback for both stages – the first
was keeping the emotions of participants on a very high level
of happiness, while the second one changed it for a little one.
4</p>
      <sec id="sec-3-1">
        <title>Discussion and Lessons Learned</title>
        <p>As a summary of the analyses presented, we propose a set
of guidelines concerning the issues one should pay attention
to when creating games with the intention of using them as
context-rich experimental environments:</p>
        <p>Factor: Challenge
20
40
60
80</p>
        <p>100</p>
        <p>Factor: Tension
20
40
60
80
100</p>
        <p>Factor: Negative affect
20
40
60
80
100</p>
        <p>Factor: Positive affect
20
40
60
80
100</p>
        <p>Factor: Competence
20
40</p>
        <p>
          60
Subject
80
100
1. It is important to take into account the features of the
subjects in the contextual information set. In line with
the results obtained from the BIRAFFE1 [Kutt et al.,
2021] and DEAP [Zhao et al., 2019] datasets, the
analyses summarised in Sect. 2 indicate interesting
relationships between personality traits and physiological
signals. Merging such several subject-related contextual
information will allow a more accurate analysis leading to
better modelling of a person’s behaviour in the
considered environment.
2. The set of stimuli should be well balanced so that there
are neither too many (which will make analysis difficult)
nor too few (the environment will not be interesting for
the subject). Small levels, each focusing on selected
aspects, should be preferred to one large level that
combines all experimental manipulations. The levels
analysed achieved their objectives well, as shown by the
results of the GEQ questionnaire in Sect. 3.
3. Logs should be collected as densely as possible,
according to the specifics of the game being developed. All
features necessary to reproduce the gameplay should
be recorded. In the analyses carried out, it was found
that the logs were sufficiently detailed to reproduce the
progress of the game. However, the data lacked
information on the type of death in the second level, which
would be useful to compare with the emotions felt at the
time of death. This information is still reproducible, e.g.,
from the recorded screencasts, however it will require a
fair amount of data processing.
4. Maps with events marked on them are a useful tool for
exploratory analysis of game logs. There are a
number of studies concerning the analysis of game logs
          <xref ref-type="bibr" rid="ref1">(e.g., [Cheong et al., 2008])</xref>
          , including those related to
the evaluation of social science theories [Shim et al.,
2011]. However, to the best of our knowledge, data
visualisation in the form of maps (as in Fig. 3) has not
been done as part of the analyses. We believe that this
is a valuable approach to quickly assess the validity of
the data and to propose hypotheses that have not been
considered before.
        </p>
        <p>These findings will be incorporated into the preparation of
the next experiment in the BIRAFFE series, planned for
Autumn 2021.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Acknowledgements</title>
        <p>The research has been supported by a grant from the
Priority Research Area Digiworld under the Strategic Programme
Excellence Initiative at the Jagiellonian University.</p>
        <p>The authors are also grateful to Academic Computer
Centre CYFRONET AGH and Jagiellonian University for
granting access to the computing infrastructure built in the projects
No. POIG.02.03.00-00-028/08 “PLATON – Science Services
Platform” and No. POIG.02.03.00-00-110/13 “Deploying
high-availability, critical services in Metropolitan Area
Networks (MAN-HA)”.</p>
      </sec>
    </sec>
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