Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/22936
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dc.contributor.authorYannakakis, Georgios N.-
dc.contributor.authorHallam, John-
dc.date.accessioned2017-10-24T07:47:39Z-
dc.date.available2017-10-24T07:47:39Z-
dc.date.issued2008-
dc.identifier.citationYannakakis, G. N., & Hallam, J. (2008). Real-time adaptation of augmented-reality games for optimizing player satisfaction. IEEE Symposium On Computational Intelligence and Games, 2008, Perth. 103-110.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/22936-
dc.description.abstractA first endeavor for optimizing player satisfaction in augmented-reality games through the dasiaPlaywarepsila physical interactive platform is presented in this paper. Constructed user models, reported in the literature, map individual playing characteristics to reported entertainment preferences of augmented-reality game players. An adaptive mechanism then adjusts controllable game parameters in real-time in order to improve the entertainment value of the game for the player. The basic approach presented here applies gradient ascent to such a model to reveal the direction toward games of higher entertainment value while a rule-based system exploits the derivative information to adjust specific game parameters to augment the entertainment value. Those adjustments take place frequently during the game in small time intervals that maintain the constructed model's accuracy. Performance of the adaptation mechanism is evaluated using a game survey experiment. Results reveal that children show a notable preference for the adaptive versus the static Bug-Smasher (dasiaPlaywarepsila test-bed) game variant even when simple adaptive approaches like the one proposed are used. The limitations and the use of the methodology as a baseline effective adaptive mechanism to entertainment augmentation are discussed.en_GB
dc.language.isoenen_GB
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectReal-time programmingen_GB
dc.subjectVideo gamesen_GB
dc.subjectHuman-computer interactionen_GB
dc.titleReal-time adaptation of augmented-reality games for optimizing player satisfactionen_GB
dc.typeconferenceObjecten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.bibliographicCitation.conferencename2008 IEEE Symposium on Computational Intelligence and Gamesen_GB
dc.bibliographicCitation.conferenceplacePerth, Australia, 15-18/12/2008en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1109/CIG.2008.5035627-
Appears in Collections:Scholarly Works - InsDG

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