WO2008077176A1 - Évaluation de jeux informatiques - Google Patents

Évaluation de jeux informatiques Download PDF

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Publication number
WO2008077176A1
WO2008077176A1 PCT/AU2006/002004 AU2006002004W WO2008077176A1 WO 2008077176 A1 WO2008077176 A1 WO 2008077176A1 AU 2006002004 W AU2006002004 W AU 2006002004W WO 2008077176 A1 WO2008077176 A1 WO 2008077176A1
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WO
WIPO (PCT)
Prior art keywords
game
player
vicinity
ssvep
brain
Prior art date
Application number
PCT/AU2006/002004
Other languages
English (en)
Inventor
Richard Bernard Silberstein
Original Assignee
Neuro-Insight Pty. Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Neuro-Insight Pty. Ltd. filed Critical Neuro-Insight Pty. Ltd.
Priority to JP2009541683A priority Critical patent/JP2010512861A/ja
Priority to US12/520,857 priority patent/US20100056276A1/en
Priority to PCT/AU2006/002004 priority patent/WO2008077176A1/fr
Publication of WO2008077176A1 publication Critical patent/WO2008077176A1/fr
Priority to US14/262,664 priority patent/US20140323899A1/en
Priority to US14/993,591 priority patent/US20160120436A1/en
Priority to US16/535,084 priority patent/US20190357798A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/16Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/369Electroencephalography [EEG]
    • A61B5/377Electroencephalography [EEG] using evoked responses
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/16Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
    • A61B5/165Evaluating the state of mind, e.g. depression, anxiety
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/242Detecting biomagnetic fields, e.g. magnetic fields produced by bioelectric currents
    • A61B5/245Detecting biomagnetic fields, e.g. magnetic fields produced by bioelectric currents specially adapted for magnetoencephalographic [MEG] signals
    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1012Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content

Definitions

  • the most important psychological measure is 'engagement'.
  • the extent to which the game engages the player is given by is given by the weighted mean brain activity during the initial period at prefrontal sites described by the expression below:
  • Visual attention associated with a given set of situation parameters is indicated by increased brain activity at left and right occipital recording sites.
  • the positions referred to above correspond to the vicinity of O 1 and O 2 . If activity in deeper parts of the brain are assessed using inverse mapping techniques such as BESA, EMSE or LORETA in combination with either electrical or magnetic recordings or SSVEP or SSVER, the relevant location in the left cerebral cortex is the vicinity of the left and right occipital lobe.
  • the Emotional intensity, associated with a set of situation parameters is indicated by increased brain activity at right parieto-temporal region, preferable approximately equidistant from right hemisphere electrodes O 2 , P 4 and T 6 during the initial period. If inverse mapping techniques are used, the relevant location in the right cerebral cortex is the vicinity of the right parieto-temporal junction.
  • the extent to which individuals are attracted or repelled by a game situation associated with a given set of situation parameters is given by the difference between brain activity at left frontal/prefrontal and right frontal/prefrontal regions. Attraction is indicated by a larger activity in the left hemisphere compared to the right while repulsion is indicated by greater activity in the right hemisphere compared to the left.
  • Attraction measure A positive value for the Attraction measure is associated with the participants finding the material attractive and liked while a negative measure is associated with repulsion or dislike. If inverse mapping techniques are used, the relevant expression is:
  • the game situation parameters are a set of digital values that uniquely identify the situation of the game player. These parameters will vary with the nature of the game and will also vary with time as the player progresses through the game. For instance, in a driving simulation game, the game situation parameters would comprise the location of the player's car on the simulated track or landscape, the speed and direction of the players car as well as the state of the steering wheel, brakes and gears. In an adventure game, the game situation parameters may include the location and orientation of the player's representation (avatar) within the simulated environment such as a building, battleground or streetscape.
  • avatar the player's representation
  • the game situation parameters could include the status of the avatar such as its capabilities (eg strength, 'magical powers' etc) as well as the location and actions of other avatars (in multi player games) or computer generated denizens such as monsters, aliens, wizards, etc.
  • the game situation parameters change with time and a record of each game situation parameter as a function of time can be stored as a numerical array in the game computer memory. While a game is being played, the relevant game situation parameters are held in computer memory and when active playing ceases transferred to hard disk memory or another digital storage medium such as flash memory.
  • the game software developers would use standard software such as C++ or specialized computer games development software such as DaskBASIC (The Game
  • the object of the present invention is to provide a technique which enables quantitative evaluation of a player's psychological response to various components of a computer game in order to be able to improve the computer game.
  • a method of improving a computer game including the steps of: (a) causing a player to play the computer game in which various game situations are presented to the player during the course of the game;
  • step (b) recording game situation parameters corresponding to the various game situations of step (a);
  • step (d) evaluating effectiveness of the game situation parameters by reference to brain activities determined in step (c) for each of the game situation parameters recorded in step (b);
  • step (e) improving the game by eliminating or modifying those game situations which have low levels of brain activity as determined in step (d).
  • the invention also provides a system for assessing entertainment value of a computer game including:
  • brain activity is measured while subjects or players take part in the computer game. Simultaneously, the specific situations encountered by the player are also recorded as a stream of digital parameters specifying the player situation or Situation Parameters.
  • Brain activity for a given situation parameter criterion is then averaged across all the players or subset of players.
  • a number of methods are available for measuring brain activity. The main feature they must possess is adequate temporal resolution or the capacity to track the rapid changes in brain activity.
  • Spontaneous brain electrical activity or the electroencephalogram (EEG) or the brain electrical activity evoked by a continuous visual flicker that is the Steady State Visually Evoked (SSVEP) are two examples of brain electrical activity that can be used to measure changes in brain activity with sufficient temporal resolution.
  • Electroencephalogram and Magnetoencephalogram EEG and MEG
  • the EEG and MEG are the record of spontaneous brain electrical and magnetic activity recorded at or near the scalp surface. Brain activity can be assessed from the following EEG or MEG components.
  • a number of methods are available for measuring brain activity. The main feature they must possess is adequate temporal resolution or the capacity to track the rapid changes in brain activity.
  • Spontaneous brain electrical activity or the electroencephalogram (EEG) or the brain electrical activity evoked by a continuous visual flicker that is the Steady State Visually Evoked (SSVEP) are two examples of brain electrical activity that can be used to measure changes in brain activity with sufficient temporal resolution.
  • EEG or MEG activity comprising frequencies between
  • scalp EEG gamma activity is used as the indicator of brain activity, the relevant scalp recording sites are listed above. If EEG gamma activity at the specific brain regions listed above is used as the indicator brain activity then inverse mapping techniques such as
  • MEG gamma activity at the specific brain regions listed above is used as the indicator of brain activity, then the multi-detector MEG recording system must be used in conjunction with an MEG inverse mapping technique (see Uutela K, Ha " ma “ la “ inen M,
  • Brain activity may also be indexed by changes in the frequency of the ongoing EEG or MEG in the alpha frequency range (8.0 Hz - 13.0 Hz). Increased frequency is an indication of increased activity. The frequency needs to me estimated with high temporal resolution. Two techniques that can be used to measure 'instantaneous frequency' are complex demodulation (Walter D 5 The method of Complex Demodulation.
  • the multi-detector MEG recording system must be used in conjunction with an MEG inverse mapping technique (see Uutela K, Ha " ma “ la”inen M, Somersalo E (1999): Visualization of magnetoencephalographic data using minimum current estimates. Neuroimage 10:173-180. and Fuchs M, Wagner M, Kohler T, Wischmann HA (1999): Linear and nonlinear current density reconstructions. J ClinNeurophysiol 16:267-295).
  • Brain activity may also be indicated by the phase of the Steady State Visually Evoked Potential (SSVEP) or the Steady State Visually Evoked Response (SSVER).
  • SSVEP Steady State Visually Evoked Potential
  • SSVER Steady State Visually Evoked Response
  • FIGURE 1 is a schematic diagram of a system of the invention
  • FIGURE 2 is a schematic view showing in more detail the manner in which visual flicker stimuli are presented to a subject.
  • FIGURE 3 is a graph showing opacity of the screen as a function of radius.
  • Figure 1 schematically illustrates a system 50 for determining the response of a subject or a group of subjects to audio-visual material presented on a video screen 3 and loudspeaker 2.
  • the system includes a computer 1 which controls various parts of the hardware and also performs computation on signals derived from the brain activity of the U2006/002004
  • the computer 1 also holds the images and sounds which can be presented to one or more subject 7 on the screen 3 and/or through the loudspeaker 2.
  • the subject or subjects 7 to be tested are fitted with a headset 5 which includes a plurality of electrodes for obtaining brain electrical activity from various sights on the scalp of the subject 7.
  • the recording electrodes in the headset 5 are not used and a commercial MEG recording system such as the CTF MEG System manufactured by VSM MedTech Ltd. of 9 Burbidge Street, Coquitlam, BC, Canada, can be used instead.
  • the headset includes a visor 4 which includes half silvered mirrors 8 and white light Light Emitting Diode (LED) arrays 9, as shown in Figure 2. The half silvered mirrors are arranged to direct light from the LED arrays 9 towards the eyes of the subject 7.
  • the LED arrays 9 are controlled so that the light intensity there from varies sinusoidally under the control of control circuitry 6.
  • the control circuitry 6 includes a waveform generator for generating the sinusoidal signal. In the event that the SSVER is used, the light from the LED array is conveyed to the visor via a fibre optic system.
  • the circuitry 6 also includes amplifiers, filters, analogue to digital converters and a USB interface or a TCP interface or other digital interface for coupling the various electrode signals into the computer 1.
  • a translucent screen 10 is located in front of each LED array 9.
  • Printed on the screen is an opaque pattern.
  • the opacity is a maximum in a circular area in the centre of the center of the screen. Beyond the circular area, the opacity falls off smoothly with radial distance from the circular area circumference, preferably, the opacity should fall off as a Gaussian function described by Equation 5 below.
  • the screen reduces the flicker in the central visual field thus giving subjects a clear view of the visually presented material.
  • the size of the central opaque circle should be such as to occlude the visual flicker in the central visual field between 1-4 degrees vertically and horizontally.
  • R is the radius of the central opaque disk while r is the radial distance from the centre of the opaque disk.
  • G is a parameter that determines the rate of fall-off of opacity with radial distance. Typically G has values between R/4 and 2R.
  • the computer 1 includes software which calculates SSVEP or SSVER amplitude and phase from each of the electrodes in the headset 5 or MEG sensors.
  • the subject 7 views the video screen 3 through the special visor 4 which delivers a continuous background flicker to the peripheral vision.
  • the frequency of the background flicker is typically 13Hz but may be selected to be between 3Hz and 50Hz. More than one flicker frequency can be presented simultaneously. The number of frequencies can vary between 1 and 5.
  • Brain electrical activity will be recorded using specialized electronic hardware that filters and amplifies the signal, digitizes it in the circuit 6 where it is then transferred to the computer 1 for storage and analysis.
  • brain electrical activity is recorded using multiple electrodes in headset 5 or another commercially available multi-electrode system such as Electro-cap (ECI Inc., Eaton, Ohio USA).
  • ECI Inc. Electro-cap
  • SSVER commercial MEG recording system such as the CTF MEG System manufactured by VSM MedTech Ltd may be used.
  • the number of electrodes or magnetic recording sites is normally not less than 8 and normally not more than 128, typically 16 to 32.
  • Brain electrical activity at each of the electrodes is conducted to a signal conditioning system and control circuitry 6.
  • the circuitry 6 includes multistage fixed gain amplification, band pass filtering and sample-and-hold circuitry for each channel.
  • Amplified/filtered brain activity is. digitized to 16 - 24 bit accuracy at a rate not less than 300Hz and transferred to the computer 1 for storage on hard disk.
  • the timing of each brain electrical sample together with the time of presentation of different components of the audio-visual material are also registered and stored to an accuracy 10 microseconds.
  • the equivalent MEG recording system that is commercially available performs the same functions.
  • the digitized brain electrical activity (electroencephalogram or EEG) brain magnetic activity (MEG) together with timing of the stimulus zero crossings enables one to calculate the SSVEP or SSVER elicited by the flicker at a particular stimulus frequency from the recorded EEG or MEG or from EEG or MEG data that has been pre-processed using Independent Components Analysis (ICA) to remove artefacts and increase the signal to noise ratio.
  • ICA Independent Components Analysis
  • n represents the «th stimulus cycle
  • S is the number of samples per stimulus cycle (typically 16 samples per cycle)
  • is the time interval between samples
  • T is the period of one cycle
  • f(nT+i ⁇ ) is the EEG or MEG signal
  • Amplitude and phase components can be calculated using either single cycle
  • Equations 7 and 8 describe the procedure for calculating the smoothed SSVEP or SSVER coefficients for a single subject.
  • the SSVEP or SSVER coefficients (A n and B n ) for a given electrode are averaged (or pooled) across all of the subjects or a selected group of subjects.
  • the number of cycles used in the smoothing is typically in excess of 5 and less than 130.
  • the multi-detector MEG recording system must be used in conjunction with an MEG inverse mapping technique (see Uutela K, Ha “ ma “ la “ inen M, Somersalo E (1999): Visualization of magnetoencephalographic data using minimum current estimates. Neuroimage 10:173— 180. and Fuchs M, Wagner M, Kohler T, Wischmann HA (1999): Linear and nonlinear current density reconstructions. J Clin Neurophysiol 16:267-295).
  • the visual flicker is switched on in the visor 8 and brain electrical activity is recorded continuously on the computer 1.
  • the SSVEP or SSVER amplitude and phase are separately calculated for each individual.
  • a computer game development company needs to assess the psychological impact of a computer game under development. 20 to 100 participants drawn from the target market for the game are recruited into the study. Brain activity is then recorded while the participants play the computer under development. Each participant plays the game on an individual computer located in a booth to reduce distraction. To record brain activity, the headsets 5 are placed on their heads and the visors 4 are placed in position and adjusted so that for each participant the foveal block by the screens 10 prevents the appearance of the flicker over the central portion of the screen 3.
  • each participant brain activity is averaged when the situation parameters satisfy certain criteria.
  • one such criterion could be a specific geographical location and speed prior to a collision in a racing car game.
  • it could be a particular battlefield location when the player is under attack from more than three enemy soldiers.
  • Each game would therefore have a unique set of situation parameters criteria that reflected the components of the game where the game developer required player psychological information. Brain activity measured for the various situation parameters criteria can then be averaged across all the players to obtain a representative response for each criterion or set of specified situation parameters.
  • the psychological parameters can be measured using the techniques described earlier and these can be plotted graphically for the various game situation parameters of interest. The game developer can then determine which of the game parameters has a relatively low entertainment value. These parts of the game could therefore be eliminated or modified to make them more interesting so as to achieve higher measures of engagement and attention or other psychological responses of interest.
  • the accuracy of the assessment can be improved by measuring the brain activity of the players against reference levels.
  • One convenient way to do this would be to average the brain activity for each player during the whole game and then compare the brain activity during the game situations of interest to the average game level. This provides a more accurate measure of the players' psychological responses to the game situations of interest.
  • each of the players could be presented with a series of still images or the like together with musical accompaniment and brain activities measured in the usual way during this reference period. Brain activities can then be assessed against the reference levels which also provides increased accuracy. Reference periods presented in this way also provide an opportunity for comparisons to be made between game situations of different games rather than game situations within a single game.

Abstract

L'invention concerne l'amélioration d'un jeu informatique, le procédé consistant : (a) à amener un joueur à jouer à un jeu informatique dans lequel des situations de jeu variées sont présentées au joueur pendant le jeu; (b) à enregistrer des paramètres de situation de jeu correspondant aux situations de jeu variées de l'étape (a); (c) à déterminer l'activité cérébrale du joueur dans chacune des situations de jeu qui sont présentées au joueur; (d) à évaluer l'efficacité des paramètres de situation de jeu par référence aux activités cérébrales déterminées à l'étape (c) pour chacun des paramètres de situation de jeu enregistrés à l'étape (b); et (e) à améliorer le jeu par élimination ou modification des situations de jeu qui impliquent de faibles niveaux d'activité cérébrale tels que déterminés à l'étape (d).
PCT/AU2006/002004 2006-12-22 2006-12-22 Évaluation de jeux informatiques WO2008077176A1 (fr)

Priority Applications (6)

Application Number Priority Date Filing Date Title
JP2009541683A JP2010512861A (ja) 2006-12-22 2006-12-22 コンピュータゲームの評価
US12/520,857 US20100056276A1 (en) 2006-12-22 2006-12-22 Assessment of computer games
PCT/AU2006/002004 WO2008077176A1 (fr) 2006-12-22 2006-12-22 Évaluation de jeux informatiques
US14/262,664 US20140323899A1 (en) 2006-12-22 2014-04-25 Psychological Evaluation and Methods of Use
US14/993,591 US20160120436A1 (en) 2006-12-22 2016-01-12 Psychological Evaluation and Methods of Use
US16/535,084 US20190357798A1 (en) 2006-12-22 2019-08-08 Psychological Evaluation and Methods of Use

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/AU2006/002004 WO2008077176A1 (fr) 2006-12-22 2006-12-22 Évaluation de jeux informatiques

Related Parent Applications (2)

Application Number Title Priority Date Filing Date
PCT/AU2006/002005 Continuation-In-Part WO2008077177A1 (fr) 2006-12-22 2006-12-22 Procédé pour évaluer des réponses psychologiques à des objets visuels
US12/520,860 Continuation-In-Part US20100010366A1 (en) 2006-12-22 2006-12-22 Method to evaluate psychological responses to visual objects

Related Child Applications (4)

Application Number Title Priority Date Filing Date
US12/520,853 Continuation-In-Part US20100092934A1 (en) 2006-12-22 2006-12-22 method to determine the psychological impact of entertainment or individual presenters
US12/520,857 A-371-Of-International US20100056276A1 (en) 2006-12-22 2006-12-22 Assessment of computer games
PCT/AU2006/002003 Continuation-In-Part WO2008077175A1 (fr) 2006-12-22 2006-12-22 Procédé pour déterminer l'impact psychologique d'un matériel de divertissement ou de présentateurs individuels
US14/262,664 Continuation-In-Part US20140323899A1 (en) 2006-12-22 2014-04-25 Psychological Evaluation and Methods of Use

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WO2008077176A1 true WO2008077176A1 (fr) 2008-07-03

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PCT/AU2006/002004 WO2008077176A1 (fr) 2006-12-22 2006-12-22 Évaluation de jeux informatiques

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US (1) US20100056276A1 (fr)
JP (1) JP2010512861A (fr)
WO (1) WO2008077176A1 (fr)

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US7570991B2 (en) 2007-11-13 2009-08-04 Wavesynch Technologies, Inc. Method for real time attitude assessment
WO2010102328A1 (fr) * 2009-03-11 2010-09-16 University Of Wollongong Procédé et appareil
US10893047B2 (en) 2013-03-12 2021-01-12 Ganalila, Llc Systems and methods for providing security via interactive media
US11695771B2 (en) 2013-03-12 2023-07-04 Ganalila, Llc Systems and methods for providing security via interactive media

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