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Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
Linnaeus University, SWE.
CSIRO ICT Centre, AUS.
2018 (English)In: Lect. Notes Comput. Sci., Springer Verlag , 2018, Vol. 11112, p. 127-138Conference paper, Published paper (Refereed)
Abstract [en]

This paper sets out to examine how elicited physiological affect influences the performance of human participants collaborating with the robot partners on a shared serious game task; furthermore, to investigate physiological affect underlying such human-robot proximate collaboration. The participants collaboratively played a turn-taking version of a serious game Tower of Hanoi, where physiological affect was investigated in a valence-arousal space. The arousal was inferred from the galvanic skin response data, while the valence was inferred from the electrocardiography data. It was found that the robot collaborators elicited a higher physiological affect in regard to both arousal and valence, in contrast to their human collaborator counterparts. Furthermore, a comparable performance between all collaborators was found on the serious game task. © 2018, IFIP International Federation for Information Processing.

Place, publisher, year, edition, pages
Springer Verlag , 2018. Vol. 11112, p. 127-138
Series
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), ISSN 03029743
Keywords [en]
Affect, Autonomous robots, Collaborative play, Emotions, Physiology, Robot-assisted play, Serious games, Electrophysiology, Robots, Galvanic skin response, Human robots, Robot Partners, Tower of Hanoi, Turn-taking
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-17087DOI: 10.1007/978-3-319-99426-0_11ISI: 000510152700011Scopus ID: 2-s2.0-85053772889ISBN: 9783319994253 (print)OAI: oai:DiVA.org:bth-17087DiVA, id: diva2:1253616
Conference
17th IFIP TC 14 International Conference on Entertainment Computing, ICEC, Poznan
Available from: 2018-10-05 Created: 2018-10-05 Last updated: 2021-01-13Bibliographically approved
In thesis
1. The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
Open this publication in new window or tab >>The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
2019 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Emotions are thought to be one of the key factors that critically influence human decision-making. Emotion-regulation can help to mitigate emotion-related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to practicing emotion-regulation, where meaningful biofeedback information communicates player's affective states to a series of informed gameplay choices. These findings motivate the notion that in the decision context of serious games, one would benefit from awareness and regulation of such emerging emotions.

This thesis explores the design and evaluation methods for creating serious games where emotion-regulation can be practiced using physiological biofeedback measures. Furthermore, it investigates emotions and the effect of emotion-regulation on decision performance in serious games. Using the psychophysiological methods in the design of such games, emotions and their underlying neural mechanism have been explored.

The results showed the benefits of practicing emotion-regulation in serious games, where decision-making performance was increased for the individuals who down-regulated high levels of arousal while having an experience of positive valence. Moreover, it increased also for the individuals who received the necessary biofeedback information. The results also suggested that emotion-regulation strategies (i.e., cognitive reappraisal) are highly dependent on the serious game context. Therefore, the reappraisal strategy was shown to benefit the decision-making tasks investigated in this thesis. The results further suggested that using psychophysiological methods in emotionally arousing serious games, the interplay between sympathetic and parasympathetic pathways could be mapped through the underlying emotions which activate those two pathways. Following this conjecture, the results identified the optimal arousal level for increased performance of an individual on a decision-making task, by carefully balancing the activation of those two pathways. The investigations also validated these findings in the collaborative serious game context, where the robot collaborators were found to elicit diverse affect in their human partners, influencing performance on a decision-making task. Furthermore, the evidence suggested that arousal is equally or more important than valence for the decision-making performance, but once optimal arousal has been reached, a further increase in performance may be achieved by regulating valence. Furthermore, the results showed that serious games designed in this thesis elicited high physiological arousal and positive valence. This makes them suitable as research platforms for the investigation of how these emotions influence the activation of sympathetic and parasympathetic pathways and influence performance on a decision-making task.

Taking these findings into consideration, the serious games designed in this thesis allowed for the training of cognitive reappraisal emotion-regulation strategy on the decision-making tasks. This thesis suggests that using evaluated design and development methods, it is possible to design and develop serious games that provide a helpful environment where individuals could practice emotion-regulation through raising awareness of emotions, and subsequently improve their decision-making performance.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2019. p. 297
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 6
Keywords
Serious Games, Game Design, Emotions, Biofeedback, Emotion-Regulation, Decision-Making
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-17557 (URN)978-91-7295-370-3 (ISBN)
Public defence
2019-04-26, J1640, Campus Gräsvik, Karlskrona, 09:12 (English)
Opponent
Supervisors
Available from: 2019-01-31 Created: 2019-01-30 Last updated: 2019-05-09Bibliographically approved

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