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Abstract(s)
Jogos sérios são frequentemente utilizados para abordar a natureza repetitiva e frustrante da re abilitação. No entanto, podem ainda cair nas mesmas armadilhas da reabilitação tradicional se o
jogo não tiver desafios ou se tornar demasiado difícil. Para evitar esses resultados problemáticos,
o ajuste dinâmico de dificuldade (DDA) pode ser utilizado na reabilitação não apenas para definir
as configurações clínicas ideais para o treino, mas também para criar um equilíbrio entre o tédio e
a ansiedade, conhecido como zona de fluxo.
Os sistemas DDA tradicionais utilizam diversas variáveis intrínsecas ao jogo e à experiência do
jogador (ou seja, número de participantes, pontuação, toques na tela, tempo total para completar a
tarefa) para o ajuste de dificuldade. A principal limitação desses sistemas DDA é a sua dependência
de variáveis de jogo para o ajuste de dificuldade, resultando na falta de generalização para outros
jogos e padronização.
Este documento explicará a primeira etapa do desenvolvimento de uma estrutura para aju dar a implementar um sistema de ajuste de dificuldade dinâmico universal e agnóstico que utiliza
informações orientadas pelo paciente (sinais eletrofisiológicos, relatórios explícitos) e dados orien tados pelo jogo para ajustar a dificuldade e criar uma experiência envolvente e equilibrada para o
utilizador
Nesta tese, trabalhámos no desenvolvimento de um framework DDA agnóstico, que ajudará a
facilitar a implementação deste sistema util em séries de jogos mais diversas, ao mesmo tempo que
fornece ferramentas para ajudar os menos experientes em tecnologia a utilizá-lo.
Durante esta dissertação, foi realizado um estudo com utilizadores onde vários voluntários
experimentaram três versões do mesmo jogo utilizando diferentes estímulos (explícitos, subjetivos
e implícitos) para se adaptarem à dificuldade, com o objetivo de responder (i) se o sistema é capaz
de criar uma experiência agradável e envolvente e (ii) se o framework pode adaptar eficazmente à
dificuldade com base em vários estímulos.
Dos testes meticulosos realizados durante este projeto, surgiram algumas descobertas esclare cedoras: (i) No geral, os voluntários mostraram-se a desfrutar e a estar envolvidos durante o ex perimento e (ii) os voluntários mostraram-se a perceber o ajuste como orgânico e envolvente.
Este framework DDA agnóstico representa um passo significativo para otimizar os ajustes de
dificuldade nos jogos sérios, levando a uma experiência de reabilitação mais eficaz e enriquecedora.
Serious games are often used to address rehabilitation’s repetitive and frustrating nature. However, they can still fall into the same pitfalls as traditional rehabilitation if the game lacks challenge or becomes too difficult. To avoid these problematic outcomes, dynamic difficulty adjustment (DDA) can be used in rehabilitation not only to set the optimal clinical settings for training but also to create a balance between boredom and anxiety, known as the flow zone. Traditional DDA systems use various variables intrinsic to the game and player experience (i.e., number of participants, score, screen touches, the total time for completing the task) for difficulty adjustment. The major limitation of these DDA systems is their dependence on game variables for difficulty adjustment, resulting in a lack of generalization to other games and standardization. In this thesis, the Flow Optimal Framerwork (FOF), an agnostic DDA framework was devel oped, this framework facilitates the implementation of this system in a more diverse series of games, while maintaining an easy integration. An user study was carried out to validate FOF where the various volunteers experimented three versions of the same game utilizing different stimuli(explicit, subjective and implicit) to adapt to the difficulty was done to answer (i) if the system is able to create an enjoyable and engaging experience and (ii) if the framework can effectively adapt to difficulty based on various stimuli. From the testing done during this project, some insightful findings arise:(i) Volunteers overall were shown to enjoy and be engaged during the experiment, and (ii) volunteers were shown to perceive the adjustment as organic and engaging. The Flow Optimal Framework represents a significant step towards optimizing difficulty adjust ments within serious games, leading to a more effective and enriching rehabilitation experience
Serious games are often used to address rehabilitation’s repetitive and frustrating nature. However, they can still fall into the same pitfalls as traditional rehabilitation if the game lacks challenge or becomes too difficult. To avoid these problematic outcomes, dynamic difficulty adjustment (DDA) can be used in rehabilitation not only to set the optimal clinical settings for training but also to create a balance between boredom and anxiety, known as the flow zone. Traditional DDA systems use various variables intrinsic to the game and player experience (i.e., number of participants, score, screen touches, the total time for completing the task) for difficulty adjustment. The major limitation of these DDA systems is their dependence on game variables for difficulty adjustment, resulting in a lack of generalization to other games and standardization. In this thesis, the Flow Optimal Framerwork (FOF), an agnostic DDA framework was devel oped, this framework facilitates the implementation of this system in a more diverse series of games, while maintaining an easy integration. An user study was carried out to validate FOF where the various volunteers experimented three versions of the same game utilizing different stimuli(explicit, subjective and implicit) to adapt to the difficulty was done to answer (i) if the system is able to create an enjoyable and engaging experience and (ii) if the framework can effectively adapt to difficulty based on various stimuli. From the testing done during this project, some insightful findings arise:(i) Volunteers overall were shown to enjoy and be engaged during the experiment, and (ii) volunteers were shown to perceive the adjustment as organic and engaging. The Flow Optimal Framework represents a significant step towards optimizing difficulty adjust ments within serious games, leading to a more effective and enriching rehabilitation experience
Description
Keywords
Ajuste dinâmico de dificuldade Eletromiografia EMG Jogos sérios emteqPro Dynamic difficulty adjustment Heart rate Serious games emteqPRO Adaptive Biofeedback Closed-loop Engenharia Informática . Faculdade de Ciências Exatas e da Engenharia