Abstract
In this paper we discuss several issues arisen during our most recent experiment concerning the estimation of player preference from physiological signals during a car racing game, to share our experience with the community and provide some insights on the experimental process. We present a selection of critical aspects that range from the choice of the task, to the definition of the questionnaire, to data acquisition.
Thanks to the experience gained during the mentioned case study, we can give an extensive picture of which aspects can be considered in the design of similar experiments. The goal of this contribution is to provide guidelines for analogous experiments.
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Garbarino, M., Matteucci, M., Bonarini, A. (2011). Affective Preference from Physiology in Videogames: A Lesson Learned from the TORCS Experiment. In: D’Mello, S., Graesser, A., Schuller, B., Martin, JC. (eds) Affective Computing and Intelligent Interaction. ACII 2011. Lecture Notes in Computer Science, vol 6975. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-24571-8_66
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DOI: https://doi.org/10.1007/978-3-642-24571-8_66
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-24570-1
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