Affect Sensing in Gaming Systems for Real-Time Adaptation

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Solution Overview

Problem

Current computer gaming technologies lack the ability to effectively analyze and adapt to players' mental states in real-time, limiting the immersive experience and social interaction among gamers, especially in multiplayer environments where emotional and cognitive states are not easily perceived across distances.

Innovation Solution

A method and system for collecting and analyzing mental state data, including facial and physiological data, using web services to modify the gaming experience, such as adjusting game difficulty or avatars, and sharing mental state information across social networks to enhance player interaction and community engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional gaming interfaces are used, then the gaming experience is simple and accessible, but the system cannot detect or analyze players' mental states in real-time

Engineering Contradiction:
Improvemental state detection capabilityVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent introduces affect sensing devices (cameras, microphones, biosensors) as intermediaries that capture physiological and behavioral data, and affect analysis software as a mediator that processes this data to infer mental states. These intermediaries bridge the gap between the player's internal mental state and the game system's ability to perceive and respond to it, enabling precise mental state detection without requiring direct neural interface complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If the game is static and fixed, then the game design is simple and consistent, but the game cannot adapt to players' changing mental states

Engineering Contradiction:
Improvegame adaptability to mental statesVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic game adaptation by continuously monitoring affect data and adjusting game parameters in real-time. The game system transitions from a static, fixed design to a dynamic system that automatically modifies difficulty, narrative elements, and interactive challenges based on detected mental states such as engagement, frustration, or boredom, allowing the game to evolve alongside the player's emotional journey.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system establishes a closed-loop feedback mechanism where affect sensing devices continuously monitor player mental states, the analysis software processes this data to determine engagement levels, and the game system responds by adjusting parameters. This feedback loop enables the game to self-regulate and adapt to player needs, creating a responsive experience that maintains optimal engagement without requiring complex manual intervention.

Inventive Principle:
Principle #23Feedback

3Loss of information

If players are dispersed across large geographical areas, then the game supports global multiplayer access, but players cannot perceive each other's emotional and cognitive states

Engineering Contradiction:
Improveemotional information transmissionVSAvoidcommunication system complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent creates affect avatars that are digital copies or representations of players' actual emotional and cognitive states. These affect avatars capture and transmit mental state information across the network, allowing distant players to perceive each other's emotions, engagement levels, and cognitive states through visual or symbolic representations, effectively copying and transmitting emotional information that would otherwise be lost in remote multiplayer interactions.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS9247903B2Using affect within a gaming context
Publication Date: 2016.02.02 AFFECTIVA
  • US9247903B2 patent drawing
  • US9247903B2 patent drawing
  • US9247903B2 patent drawing

AI summary

Mental state data is collected as a person interacts with a game machine. Analysis is performed on this data and mental state information and affect are shared across a social network. The affect of a person can be represented to the social network or gaming community in the form of an avatar. Recommendations can be based on the affect of the person. Mental states can be analyzed by web services which may, in turn, modify the game.