Facial Expressions as Game Input with Different

Facial Expressions as Game Input with Different Emotional
Feedback Conditions
Michael Lankes
Stefan Riegler
Astrid Weiss
ICT&S Center, Univ. Salzburg
Sigmund-Haffner-Gasse 18
5020 Salzburg
ICT&S Center, Univ. Salzburg
Sigmund-Haffner-Gasse 18
5020 Salzburg
ICT&S Center, Univ. Salzburg
Sigmund-Haffner-Gasse 18
5020 Salzburg
[email protected] [email protected]
Thomas Mirlacher
Michael Pirker
ICT&S Center, Univ. Salzburg
Sigmund-Haffner-Gasse 18
5020 Salzburg
ICT&S Center, Univ. Salzburg
Sigmund-Haffner-Gasse 18
5020 Salzburg
thomas.mirlacher
@sbg.ac.at
michael.pirker3
@sbg.ac.at
ABSTRACT
ICT&S Center, Univ. Salzburg
Sigmund-Haffner-Gasse 18
5020 Salzburg
[email protected]
express emotion [?].” This approach of user interaction roots
in the fact that people often tend to treat computers socially
[?]. Thus, followers of the affective interface approach try
to incorporate interaction modalities that resemble human
communication habits. The other major field concerning
emotion in HCI is emotional design. It postulates that emotion is considered as an important factor of the user’s experience with interactive systems. Emotional design aims
to incorporate emotional aspects in the interactive system
design process [?].
Concerning games and emotion both categories, affective
computing and emotional design, appear to be relevant as
researchers are interested in investigating the emotional impact of affective interfaces on players, and are keen on investigating the emotional affected user experience during gameplay. To observe emotions as input for gameplay, we developed the game “EmoFlowers”. The proposed game design
approach includes aspects of affective computing, should
provide a positive user experience, and is easy to learn via
innovative emotional input methods. By utilizing facial expression as an explicit input method for games, users are
enabled to interact with a system in a natural way. Our
goal is focused on the investigation of various affective feedback conditions and their impact on user experience and
user effectiveness.
We propose a game design approach that utilizes facial expressions as an input method under different emotional feedback configurations. A study was conducted in a shopping
centre to assess our game “EmoFlowers” focusing on user
experience and user effectiveness. The study revealed that
interaction with a game via facial expression is perceived
naturally, is easy to learn, and provides a positive user experience.
Categories and Subject Descriptors
H.5m [Information interfaces and presentation]: Miscellaneous
Keywords
Affective interfaces, facial expression, emotion, games, feedback, user experience, user effectiveness
1.
[email protected]
Manfred Tscheligi
INTRODUCTION
Emotions are one of the major factors while assessing user
experience in games. According to Minge [?] emotional
factors have to be integrated in Human Computer Interaction (HCI) in order to assess complex interaction experience.
They have a significant impact on user experience as they
influence people’s actions, expectations, and future evaluations [?]. Mahlke [?] introduces a taxonomy by classifying
emotion in HCI into affective computing and emotional design. The concept of affective computing implies systems
that are able to perceive the “user’s emotion, model the
user’s affective states, adapt to the user’s affective state and
2.
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RELATED WORK
Getting an overview on the factor emotion in games appears to be a difficult undertaking. One main reason can be
seen in the fact that different aspects and goals under different theoretical implications are pursued when examining
the state of the art in this field.
One approach forms the field of the investigation of emotional response patterns elicited by video games [?]. Ravaja
et al. presented different types of computer games (Tetris,
James Bond: Nightfire, etc.) to 37 subjects. To measure
their emotional response patterns they employed categorical (fear, joy, etc.) and dimensional measurement methods (arousal and valence dimensions). They conclude that
different types of games elicit different types of emotional
dispositions.
Currently it seems that most research is carried out by
resorting to physiological reactions to emotion eliciting gaming situations. The research results of Hazlett [?] identified
that activities of the corrugator supercilii and the zygomaticus major correspond to positive or negative valence values
in a gaming situation. Mandryk and colleagues [?] merged
various physiological measurement methods to quantify the
emotional status during gameplay. Sykes et al. [?] measured
the affective state of players and assumed a correlation between arousal and the pressure ”used to depress buttons on
a gamepad.” If the factor arousal showed high values (high
difficulty level in game) than players pressed the buttons
harder.
Our approach focuses on explicit emotional facial expression, which is based on the research efforts of Bernhaupt et
al. [?]. Their game, “Emotional Flowers”, is conceptualized
for working contexts, and harnesses the player’s emotions as
the primary means of game interaction. The player’s facial
expression of emotion serves as an input method to control
the growth of a virtual flower. The goal is to grow the flower
as fast as possible, based on positive emotions like happiness.
The game concept supports multiple players’ flowers of all
participants within the game are additionally displayed on
an ambient display in a public area. It was hypothesized
that emotions have an impact on the user, but also have an
effect on the social interaction within the group of players.
The researchers found out that the concept of utilizing
facial expressions as an input method for playing a game, is
easy to learn.
3.
Figure 1: Screenshot of the game interface: Left:
flower growth bar (0-10); Bottom: emotion bar
(from left to right: sadness with high intensity, sadness with low intensity, neutral, joy with low intensity, joy with high intensity); Below emotion bar:
counter; Right: video feedback (first condition)
time fairly short to reduce cognitive overload. We adapted
the game “EmoFlowers” to these requirements. It is a short
and self-explaining game, which creates a few minutes of fun
and entertainment while shopping.
4.
GAME DECRIPTION
The game “EmoFlowers” utilizes facial expression as an
input method to influence the growth of a virtual flower.
The player is forced to reproduce specific facial expressions
to progress in the game. By means of specific emotions,
players are enabled to alter the current weather state in
the game. The goal consists of achieving the appropriate
weather condition to grant the optimal growth environment
for the flower (growth: 10) within a predefined time frame
(3 minutes). Depending on the current need of the flower,
the players have to reproduce the required weather condition
through facial expression.
In the context of “EmoFlowers” two basic emotions [3]
with two different intensities were employed in the gameplay:
joy and sadness. When showing joy with a high intensity the
weather state is set to bright sunshine. Joy with a fairly low
intensity causes a low amount of sunshine. Furthermore, the
emotion sadness (two intensities) leads to rain. A neutral
facial expression is also implemented as the software, in some
cases, cannot categorize some expressions, or the expressed
emotion is not applicable for the current game situation.
The interaction script is fairly simple. In idle mode the
game installation displays the basic game rules. Players
start the game by showing the joy expression for 5 seconds.
Afterwards players are asked to perform the relevant four
facial expressions (joy with high intensity, joy with low intensity, sadness with high intensity, sadness with low intensity) to get familiar with the input method via a short
tutorial (duration: 30 seconds). The game starts immediately after the tutorial session. One emotional icon of the
interface displays the actual facial expression, while another
icon (indicated by a red circle) shows the required emotion
(see figure 1). The required emotions are chosen randomly
and are altered within a short period of time. Since the interaction time should be short the player has a time limit
OUR APPROACH
The previously introduced research by Bernhaupt et al.
[?] served as the basis for our project. However, the game
of Bernhaupt and colleagues was designed for continuous
usage in a working environment, and had to be redesigned
since our game was evaluated in a shopping centre. Within
this setting, interaction time is deemed to be short and feedback has to be provided immediately. Another aspect that
distinguishes our research efforts from previous work can be
found in the investigation of different emotional feedback
configurations within the same game design to observe differences in user experience and user effectiveness. Emotional
feedback is provided via video, icons, and, solely, the current
game status. Concerning game interaction, players have to
reproduce specific facial expressions to progress in the game.
Via emotions, interpreted by a software tool [?], players are
enabled to influence the weather status in the game. The
weather state has a direct influence on the growth of a virtual flower (see figure 1).
Focusing on the shopping setting, applicable game design
strategies are required that pursue the following goals: they
should have easy rules, they are often adaptations of traditional and well-known games with a short duration, and
should not arouse a high cognitive load. In contradiction to
many PC games no excessive concentration is needed [?]. To
incorporate the requirements of the shopping setting in our
game design, we utilized the concept of computer supported
cooperative play (CSCP). Al-Zubaidi et al. [?] defined specific guidelines to develop and design games that respect
the requirements of CSCP at work. The authors postulate
to define simple game mechanics that do not require a long
learning process. The players should be able to communicate
during game play. Another issue is to keep the interaction
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Figure 3: Children playing the game
Figure 2: Scheme of the technical setup
tion bar (see figure 1 - bottom), the growth of the plant, and
the growth bar. We hypothesized that the feedback conditions have a significant impact on the user effectiveness and
user experience when playing the game.
After interacting with the system, the participants were
interviewed with a standardized questionnaire, consisting of
thirteen questions on the user experience factors fun, engagement and cognitive load. The questions had to be answered on a five-point Likert Scale: 1= “absolutely agree” to
5=“absolutely disagree”. The time needed to reach the game
goal was also stored to measure user effectiveness. Moreover,
participants were asked if the game had an impact on their
current emotional status.
of 3 minutes to fulfil the objective. The game ends when
the growth of the flower reaches its maximum value (10) or
when the time limit exceeds.
5.
TECHNICAL SETUP
The interpretation of facial movement is achieved via the
“Realtime FaceDetector” provided by the Fraunhofer Institute for Integrated Circuits (IIS) [?]. The software is capable to interpret facial expression based on the categorical
approach [?]. The categorical approach claims that there are
some “fundamental” emotions (joy, fear, sadness, anger, disgust, surprise). The term “fundamental” presents those patterns of responses to the world that evolution has equipped
us with, due to their necessity for our survival. All other
emotions are somehow derived from this small set of simpler emotions. The “Realtime FaceDetector” is capable to
interpret the type and intensity of four basic emotions (joy,
sadness, anger, surprise). The technical setup of our game
design approach consists of a PC, a LCD display, and a webcam. The web-cam is mounted on top of the LCD screen.
Players have to interact in front of the camera (focused on
the face area), in order to capture the facial features of the
player.
7.
RESULTS
The study was carried out with 105 participants with an
age range from 7 to 68 years, whereas 85,7% of the participants were younger than 14 years. The questionnaire
revealed that 92,4% of the participants reported to have a
positive user experience while playing. 63,8% of the players
described that the game had an impact on their emotional
disposition. The overall design of the interface was also perceived positively (92,4%). The rating of the amount of time
to fulfil the game goals is evenly distributed over all feedback
conditions. With the exception of the first condition (video
feedback) participants neglected the feedback displays and
6. USER STUDY - EXPERIMENTAL SETUP
concentrated on the emotion bar (see figure 1 - bottom). In
To evaluate the user experience and effectiveness of “EmoFlow- some cases players insisted on playing the first condition as
they perceived it to be more funny. Furthermore, it is worth
ers” we conducted a three-day user study in a shopping cento mention that the majority of participants was interested
tre in November 2007. We randomly asked visitors of the
in the input method “facial expression for games”, and could
shopping centre, if they would like to play the game. It is
imagine to integrate such games into their shopping activiworth to mention that many children, but also adults, even
ties. Concerning the impact of the three conditions on the
requested to take part in our study. We implemented three
factor efficiency there was a significant main effect of confeedback conditions in our game, which were presented sedition on the completion of the game (F (2, 101) = 3.97,
quentially to the participants. The first condition features
p<.05). A following post-hoc-test (Scheffe, p<.05) revealed
feedback via video and serves as an affective mirror. The
a difference between feedback via icons (M: .75, SD: .19)
interface element displays video information of the player’s
and the no-feedback condition (M: .61 SD: .20). The asface while playing the game. Consequently, the player is
pect of gender did not reveal any significant differences in
informed about his current portrayed emotion. The second
all conditions focusing on the questionnaire and efficiency.
feedback condition uses emoticons, which show abstract repWe conducted several nonparametric tests (Mann-Whitneyresentations of the emotion category interpreted by the softU-Tests) in order to find differences between children and
ware. The last condition only delivers feedback via the emo-
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10.
ADDITIONAL AUTHORS
Additional authors: Thomas Scherndl (ICT&S Center,
Univ. Salzburg, email: [email protected])
11.
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aspekte bei der interaktion mit technischen systemen.
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Hate) Everyday Things. Basic Books, January 2004.
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Figure 4: Means and standard deviations for each
item
adolescents/adults. We found a highly significant difference
for several variables indicating user experiences i.e. diversion of the game (Z = -2.49, p<.05), perceived game speed
(Z = -3.67, p<.01), fun (Z= -4.46, p<.01), and the agreeableness of the game’s interface (Z=-3.06, p<.01). Younger
participants (age of 11 or below) rated in all these questions
higher indicating that they liked the game more than older
participants. Interestingly younger participants agreed also
significantly more often that the game had influence on their
emotions (Z=-.2.72, p<.05). Nevertheless there was no significant difference of efficiency measures (time, percent) between the age groups. The means and standard deviations
for each item are given in figure 4.
8.
CONCLUSION & FUTURE WORK
This paper gives an overview of our game “EmoFlowers”.
The game uses facial expression as an input method, which
grants a natural way of interaction with a system. Different
feedback conditions were employed to evaluate user effectiveness and user experience. CSCP guidelines were successfully
applied in a shopping setting.
A majority of users reported a positive user experience
when playing the game. The paper is just a first step in our
ongoing research efforts. In the future we will investigate the
gathered research data more in detail and use it as a basis to
develop a generalized user experience questionnaire for short
duration games. To identify further design improvements, it
seems reasonable to evaluate the game once more focusing
on older participants, since this group rated the game lower
than the younger part. However, the lower rating can be
explained by empirical findings that younger people tend
to rate game evaluations with a higher score [?]. Another
goal is the implementation of additional emotion categories
(fear, anger, etc.) in the game concept. As we also observed,
participants performed sounds, when portraying an emotion.
Thus, we will apply additional input modalities (audio, tone
of voice). Moreover, we will evaluate the user experience of
the game concept in other contexts, like home or learning
environments.
9.
REFERENCES
ACKNOWLEDGMENTS
We would like to thank the Fraunhofer Institute for Integrated Circuits (IIS) for providing their “Realtime FaceDetector”.
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