Dynamic Difficulty Adaptation Based on Stress Detection for a Virtual Reality Video Game: A Pilot Study
Abstract
:1. Introduction
2. Related Work
- RQ1. Is it possible to maintain users at a specific stress level by employing DDA algorithms that rely on online affective data?
- RQ2. Will there be statistically significant differences between users’ workloads for the two DDA strategies?
3. Methodology
3.1. Virtual Reality Video Game
3.2. Stress Classification
3.3. Physiological Signal Acquisition and Processing
3.4. Dynamic Difficulty Adaptation Strategies
- Spawning rate adaptation. In the first modality, the game starts with an initial variable , defining the initial difficulty, and the rate at which the enemies spawn is . If the player’s stress level is predicted as a level 0, then the value increases by 0.05; if the level is 1, the value remains the same; and if the level is 2, then the value decreases by 0.05. This value is limited to decreasing until 0.5 (the easiest level) and increasing up to 1.5 (the most difficult level). The whole process for spawning rate adaptation is described in Algorithm 1.
- Variable damage adaptation. For the second modality, the game considers the starting damage of 10 points while the total health of each enemy is set at 100 points. Every time a bullet reaches each enemy, its health diminishes. If the stress level of the player is predicted as a level 0, then the damage decreases by 2; if the level is 1, then the damage remains the same; and if the level is 2, then the damage increases by 2. This value is limited to increasing until 50 (the easiest level) and decreasing until 10 (the most difficult level). The process is described in Algorithm 2.
Algorithm 1: Algorithm for spawning rate adaptation |
3.5. NASA-TLX Questionnaire
Algorithm 2: Algorithm for variable damage adaptation |
3.6. Experimental Procedure
4. Results
5. Discussion
6. Conclusions
7. Limitations and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Study | Affective Data | DDA Strategy | Number of Variables | Application |
---|---|---|---|---|
[10] | 3 levels of anxiety using ECG, EMG, EDA, PPG | Performance and affective based | 3 levels that depend on several elements | Pong Game |
[13] | Short-term excitement from EEG | Threshold based to evoke excitement | 4 modes | Third-person shooter |
[16] | Arousal via HR | Linear increments/decrements to evoke motivation | 3 parameters | Horror seek and find game |
[17] | Arousal and valence using facial EMG | 10 difficulty levels to generate cognitive load | 1 (each application) | Multi-room museum and supermarket |
[18] | Arousal using skin conductance and facial EMG | 4 combinations of sounds | 2 boolean, music and sound effects | FPS video game |
[19] | Stress using EEG and HRV | 3 levels to adapt static vs. mobile targets | 1 | VR police training |
[21] | Muscular fatigue (EMG) | Continuous control of exercise intensity | 1 | Force defense rehabilitation video game |
This Study | Stress using HR and EMG | Modify number of spawning enemies/modify the amount of damage | 1 for each game modality | FPS video game |
Label | Feature Name | Equation |
---|---|---|
Root Mean Square (EMG) | ||
Mean Absolute Value (EMG) | ||
Variance (EMG) | ||
Standard Deviation (EMG) | ||
Maximum Peak in a Timespan (EMG) | ||
Heart Rate (ECG) | = beats per minute |
Model | Accuracy Score | AUC | Average Precision | Macro F1 Score |
---|---|---|---|---|
SVM (RBF) | 90% | 0.96 | 0.91 | 0.94 |
kNN | 88% | 0.90 | 0.96 | 0.92 |
RFC | 89% | 0.94 | 0.96 | 0.92 |
MLP | 88% | 0.92 | 0.96 | 0.90 |
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Orozco-Mora, C.E.; Fuentes-Aguilar, R.Q.; Hernández-Melgarejo, G. Dynamic Difficulty Adaptation Based on Stress Detection for a Virtual Reality Video Game: A Pilot Study. Electronics 2024, 13, 2324. https://doi.org/10.3390/electronics13122324
Orozco-Mora CE, Fuentes-Aguilar RQ, Hernández-Melgarejo G. Dynamic Difficulty Adaptation Based on Stress Detection for a Virtual Reality Video Game: A Pilot Study. Electronics. 2024; 13(12):2324. https://doi.org/10.3390/electronics13122324
Chicago/Turabian StyleOrozco-Mora, Carmen Elisa, Rita Q. Fuentes-Aguilar, and Gustavo Hernández-Melgarejo. 2024. "Dynamic Difficulty Adaptation Based on Stress Detection for a Virtual Reality Video Game: A Pilot Study" Electronics 13, no. 12: 2324. https://doi.org/10.3390/electronics13122324
APA StyleOrozco-Mora, C. E., Fuentes-Aguilar, R. Q., & Hernández-Melgarejo, G. (2024). Dynamic Difficulty Adaptation Based on Stress Detection for a Virtual Reality Video Game: A Pilot Study. Electronics, 13(12), 2324. https://doi.org/10.3390/electronics13122324