Research on Affection-based Implicit Interaction in Entertainment

Research on Affection-based Implicit Interaction in Entertainment

Wang Wei, Huang Xiaodan

COMPUTER MODELLING & NEW TECHNOLOGIES 2014 18(12C) 723-729

School of Information & Electrical Engineering, Hebei University of Engineering, Hebei Handan 056038, China

Achieving implicit interaction in entertainment is a topic worth investigating. For a game or entertainment product to become more interesting, computers must interact and collaborate with human beings actively and adaptively. This paper proposes and applies a method to increase the entertainment value of a computer game. First, the main part of this method, namely, the emotional Hidden Markov Model (eHMM), is investigated. Second, the details on the construction of the emotional state transferring probability and observed matrices are provided. Third, the application of this model in a chess game, particularly with consideration of the current behaviors of the user, is described. Finally, some experiments are performed, during which the gaming process is recorded and analyzed. By adjusting the entertainment process, we find that the proposed model can cause computers to be more active and adaptive to their users, hence demonstrating the favorable application of such model.