skip to main content
10.1145/3582437.3587187acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
short-paper
Open access

Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games

Published: 12 April 2023 Publication History

Abstract

This paper proposes an empirical framework that aims to classify difficulty according to the player’s physiological response. As part of the experimental protocol, a simple puzzle-based Virtual Reality (VR) videogame with three levels of difficulty was developed, each targeting a distinct region of the valence-arousal space. A study involving 32 participants was conducted, during which physiological responses (EDA, ECG, Respiration), were measured alongside emotional ratings, which were self-assessed using the Self-Assessment Manikin (SAM) during gameplay. Statistical analysis of the self-reports verified the effectiveness of the three levels in eliciting different emotions. Furthermore, classification using a Support Vector Machine (SVM) was performed to predict difficulty considering the physiological responses associated with each level. Results report an overall F1-score of 74.05% in detecting the three levels of difficulty, which validates the adopted methodology and encourages further research with a larger dataset.

Supplemental Material

MP4 File
Gameplay video of the Wandering Druid VR game.

References

[1]
Justin T. Alexander, John Sear, and Andreas Oikonomou. 2013. An investigation of the effects of game difficulty on player enjoyment. Entertainment Computing 4, 1, 53–62.
[2]
Maria-Virginia Aponte 2009. Scaling the Level of Difficulty in Single Player Video Games. In Entertainment Computing – ICEC 2009. Springer Berlin Heidelberg, Berlin, Heidelberg, 24–35.
[3]
James A Arnett and Seth S Labovitz. 1995. Effect of physical layout in performance of the Trail Making Test., 220–221 pages.
[4]
Lawrence A Beck. 1992. Csikszentmihalyi, Mihaly. (1990). Flow: The psychology of optimal experience., 93–94 pages.
[5]
R Bellman. 1966. Dynamic programming., 34–37 pages.
[6]
Doug A. Bowman and Ryan P. McMahan. 2007. Virtual Reality: How Much Immersion Is Enough?Computer 40, 7 (2007), 36–43.
[7]
M M Bradley and P J Lang. 1994. Measuring emotion: The self-assessment manikin and the semantic differential”., 49–59 pages.
[8]
Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, and Jacquelyn N. Pidruzny. 2009. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology 45, 4 (2009), 624–634.
[9]
Guillaume Chanel and Phil Lopes. 2020. User Evaluation of Affective Dynamic Difficulty Adjustment Based on Physiological Deep Learning., 3–23 pages.
[10]
G Chanel, C Rebetez, M Bétrancourt, and T Pun. 2011. Emotion assessment from physiological signals for adaptation of game difficulty., 1052–1063 pages.
[11]
Olive Jean Dunn. 1961. Multiple comparisons among means., 52–64 pages.
[12]
D Micklewright, A St Clair Gibson, V Gladwell, and A Al Salman. 2017. Development and validity of the rating-of-fatigue scale., 2375–2393 pages.
[13]
Rosalind W. Picard. 1997. Affective Computing. MIT Press, Cambridge, MA.
[14]
Lorcan Reidy, Dennis Chan, Charles Nduka, and Hatice Gunes. 2020. Facial electromyography-based adaptive virtual reality gaming for cognitive training. In Proceedings of the 2020 International Conference on Multimodal Interaction. ACM, New York, NY, USA.
[15]
J D Rodriguez, A Perez, and J A Lozano. 2010. Sensitivity analysis of k-fold cross validation in prediction error estimation., 569–575 pages.
[16]
Georgios N. Yannakakis and Julian Togelius. 2015. Experience-driven procedural content generation. In 2015 International Conference on Affective Computing and Intelligent Interaction (ACII). 519–525.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
FDG '23: Proceedings of the 18th International Conference on the Foundations of Digital Games
April 2023
621 pages
ISBN:9781450398558
DOI:10.1145/3582437
This work is licensed under a Creative Commons Attribution International 4.0 License.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 12 April 2023

Check for updates

Author Tags

  1. Affective computing
  2. emotion assessment
  3. games
  4. multimodal dataset
  5. virtual reality

Qualifiers

  • Short-paper
  • Research
  • Refereed limited

Data Availability

Funding Sources

  • Project PlayersAll: media agency and empowerment
  • HEI-Lab R&D Unit

Conference

FDG 2023
FDG 2023: Foundations of Digital Games 2023
April 12 - 14, 2023
Lisbon, Portugal

Acceptance Rates

Overall Acceptance Rate 152 of 415 submissions, 37%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 327
    Total Downloads
  • Downloads (Last 12 months)215
  • Downloads (Last 6 weeks)32
Reflects downloads up to 18 Jan 2025

Other Metrics

Citations

View Options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media