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基于定性评估和眼动指标的视觉注意力和情绪分析——对视频游戏预告片的感知。

Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics-The Perception of a Video Game Trailer.

机构信息

Centre de la Imatge i la Tecnologia Multimèdia, Universitat Politècnica de Catalunya (UPC), 08222 Terrassa, Spain.

Faculty of Psychology, Universidad Complutense de Madrid (UCM), 28223 Madrid, Spain.

出版信息

Sensors (Basel). 2023 Dec 2;23(23):9573. doi: 10.3390/s23239573.

DOI:10.3390/s23239573
PMID:38067945
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10708597/
Abstract

Video game trailers are very useful tools for attracting potential players. This research focuses on analyzing the emotions that arise while viewing video game trailers and the link between these emotions and storytelling and visual attention. The methodology consisted of a three-step task test with potential users: the first step was to identify the perception of indie games; the second step was to use the eyetracking device (gaze plot, heat map, and fixation points) and link them to fixation points (attention), viewing patterns, and non-visible areas; the third step was to interview users to understand impressions and questionnaires of emotions related to the trailer's storytelling and expectations. The results show an effective assessment of visual attention together with visualization patterns, non-visible areas that may affect game expectations, fixation points linked to very specific emotions, and perceived narratives based on the gaze plot. The innovation in the mixed methodological approach has made it possible to obtain relevant data regarding the link between the emotions perceived by the user and the areas of attention collected with the device. The proposed methodology enables developers to understand the strengths and weaknesses of the information being conveyed so that they can tailor the trailer to the expectations of potential players.

摘要

游戏预告片是吸引潜在玩家的非常有用的工具。本研究专注于分析观看游戏预告片时产生的情绪,以及这些情绪与叙事和视觉注意力之间的联系。该方法包括对潜在用户进行的三步任务测试:第一步是识别独立游戏的感知;第二步是使用眼动追踪设备(注视图、热点图和注视点)并将其与注视点(注意力)、查看模式和不可见区域联系起来;第三步是对用户进行访谈,以了解与预告片叙事和期望相关的情感印象和问卷。结果表明,视觉注意力的有效评估与可视化模式、可能影响游戏期望的不可见区域、与特定情绪相关的注视点以及基于注视图的感知叙事之间存在联系。混合方法的创新使得能够获得有关用户感知的情绪与使用设备收集的注意力区域之间联系的相关数据。所提出的方法使开发者能够了解所传达信息的优缺点,以便根据潜在玩家的期望来调整预告片。

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