系统仿真学报 ›› 2018, Vol. 30 ›› Issue (7): 2761-2766.doi: 10.16182/j.issn1004731x.joss.201807041

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基于Hawkes的游戏沉浸体验中的社交因素分析

向南1,2, 朱凌云1,2,*, 尚思为1   

  1. 1. 重庆理工大学两江国际学院,重庆 401135;
    2. 重庆理工大学计算机学院,重庆 400054
  • 收稿日期:2017-08-10 出版日期:2018-07-10 发布日期:2019-01-08
  • 作者简介:向南(1984-),男,陕西旬阳,博士,副教授,研究方向为情感计算,人群仿真。
  • 基金资助:
    国家自然科学基金(61502064, 61502065),重庆市基础科学与前沿技术研究项目(cstc2017jcyj AX0089/BX0059)

Hawkes Based Analysis of Social Interaction Factors in Game Immersion Experience

Xiang Nan1,2, Zhu Lingyun1,2,*, Shang Siwei1   

  1. 1. Liangjiang International College, Chongqing University of Technology, Chongqing 401135, China;
    2. School of Computer Science and Engineering, Chongqing University of Technology, Chongqing 400054, China
  • Received:2017-08-10 Online:2018-07-10 Published:2019-01-08

摘要: 为了提高用户在进行严肃游戏的沉浸体验,研究游戏过程中的社交因素对游戏体验的影响权重。划分游戏体验的维度并将能够影响用户体验的游戏过程中的社交事件按照体验维度进行归类,利用霍克斯过程模拟这些事件对用户游戏沉浸体验的影响过程,通过最大后验概率估计和用户的体验强度反求出各种社交事件的权重。系统利用游戏中用户面部表情直接计算游戏体验的强度,面部表情的类别通过训练隐马可夫模型进行识别。实验显示,本方法能够有效计算影响用户游戏体验的社交事件权重并提高游戏的可控性。

关键词: 游戏体验, 社交因素, 霍克斯过程, 隐马可夫模型

Abstract: In order to improve the user's immersion experience in serious games, the influence of social factors in game process on game experience was studied. Game experience dimensions were divided and the social interactions during the game were categorized according to the dimensions. Hawkes process was adopted to simulate the game experience generation process affected by the social interactions. According to the maximum likelihood estimation and the users’ experience we captured, the weights of the social interactions were calculated. The game experience intensity was calculated by users’ facial expressions which were recognized by the trained HMM (Hidden Markov Model). Experimental results showed that the social interaction factors’ weights can be effectively calculated and the controllability of game experience can be improved by the provided method.

Key words: serious game experiences, social interaction factors, Hawkes process, HMM

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