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A neuro-cognitive approach to intelligent gaming

A neuro-cognitive approach to intelligent gaming
智能游戏的神经认知方法
批准号:
436702-2012
负责人:
Jackson, Philip
金额:
$5.09万
依托单位:
依托单位国家:
加拿大
项目类别:
Collaborative Research and Development Grants
财政年份:
2016
资助国家:
加拿大
项目状态:
已结题
起止时间:
2016-01-01 至 2017-12-31

项目摘要

项目成果

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中文摘要
翻译
人们比以往任何时候都更喜欢玩游戏,而且这种趋势每年都在增长。在游戏中衡量乐趣因素并捕捉其组成部分是个相当大的挑战。使用能够提供连续和动态数据的客观行为和心理生理学措施是一种有希望的途径,可以避免诸如量表和问卷等更静态的主观措施的局限性。使用这些能够引导游戏进程的输入数据能够创造出真正具有进化性和智能性的游戏,从而最大化玩家的体验。该提案的目标是将社会和情感神经科学(P. Jackson)、应用认知科学(S. Tremblay)的不同专业知识与游戏行业的世界领导者(Ubisoft)的专业知识结合起来,开发一种智能游戏系统,该系统可以随着游戏的进展而适应玩家的行为。这种努力将受益于测量玩家神经生理数据的先进技术,以及最适合捕捉人类动态行为的最新建模技术。这项研究的最终产品将是一个通用系统,它将提供基于大脑和行为的适应性,适用于不同的游戏引擎和游戏类型,然后可以扩展到娱乐行业的其他应用,以及教育(例如,严肃游戏),危机管理和医疗保健(例如,适应性界面和决策支持系统)。
英文摘要
People are playing games more than ever, and this trend is increasing yearly. The challenge of measuring the fun factor and capturing its components in gaming is considerable. The use of objective behavioural and psychophysiological measures that could provide continuous and dynamic data is a promising avenue to avoid the limits of more static subjective measures such as scales and questionnaires. The use of such measures as input data that would guide the course of the game could produce truly evolving and intelligent games, which are capable of maximizing the players' experience. The goal of this proposal is to combine different expertise in social and affective neuroscience (P. Jackson), and in applied cognitive sciences (S. Tremblay) with the know-how of a world leader in the gaming industry (Ubisoft) to develop an intelligent gaming system that adapts to the player's behaviour as the game progresses. Such an endeavour will benefit from the advanced technologies available to measure the players' neuro-physiological data and from recent modeling techniques that are optimally suited for capturing human dynamic behaviours. The ultimate product of this research will be a generic system that will provide brain and behaviour based adaptability suitable to different game engines and types of games, which could then be extended to other applications in the entertainment industry, as well as education (e.g., serious gaming), crisis management and healthcare (e.g., adaptive interface and decision support systems).
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