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Tailoring a psychophysiologically driven rating system

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MestradoHarryharasuthan Vasantharajah.pdf4.8 MBAdobe PDF Download

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Humans have always been interested in ways to measure and compare their performances to establish who is best at a particular activity. The first Olympic Games, for instance, were carried out in 776 BC, and it was a defining moment in history where ranking based competitive activities managed to reach the general populous. Every competition must face the issue of how to evaluate and rank competitors, and often rules are required to account for many different aspects such as variations in conditions, the ability to cheat, and, of course, the value of entertainment. Nowadays, measurements are performed out through various rating systems, which considers the outcomes of the activity to rate the participants. However, they do not seem to address the psychological aspects of an individual in a competition. This dissertation employs several psychophysiological assessment instruments intending to facilitate the acquisition of skill level rating in competitive gaming. To do so, an exergame that uses non-conventional inputs, such as body tracking to prevent input biases, was developed. The sample size of this study is ten, and the participants were put on a round-robin tournament to provide equal intervals between games for each player. After analyzing the outcome of the competition, it revealed some critical insights on the psychophysiological instruments; Especially the significance of Flow in terms of the prolificacy of a player. Although the findings did not provide an alternative for the traditional rating systems, it shows the importance of considering other aspects of the competition, such as psychophysiological metrics to fine-tune the rating. These potentially reveal more in-depth insight into the competition in comparison to just the binary outcome.

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ELO Exergame Game design Machine learning Psychophysiology Rating systems Computer Engineering . Faculdade de Ciências Exatas e da Engenharia

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