The DOI matches its Crossref record; 103 of the 103 references it cites were found in a registry or an index.
Experience-Driven Procedural Content Generation
Abstract
Procedural content generation (PCG) is an increasingly important area of technology within modern human-computer interaction (HCI) design. Personalization of user experience via affective and cognitive modeling, coupled with real-time adjustment of the content according to user needs and preferences are important steps toward effective and meaningful PCG. Games, Web 2.0, interface, and software design are among the most popular applications of automated content generation. The paper provides a taxonomy of PCG algorithms and introduces a framework for PCG driven by computational models of user experience. This approach, which we call Experience-Driven Procedural Content Generation (EDPCG), is generic and applicable to various subareas of HCI. We employ games as an example indicative of rich HCI and complex affect elicitation, and demonstrate the approach's effectiveness via dissimilar successful studies.
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Cites
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“Attempts at generating game content procedurally have a fairly long history as PCG aspects appear in games such as Rogue (Toy and Wichman, 1980), Diablo (Blizzard Entertainment, 1996) and Elite (Acornsoft, 1984).”
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Cited by
Search-Based Procedural Content Generation: A Taxonomy and Survey
Togelius, J., Yannakakis, G. N., Stanley, K. O., & Browne, C. (2011) · IEEE Transactions on Computational Intelligence and AI in Games · doi:10.1109/tciaig.2011.2148116 · Cited by 706
Self-citationContext-Aware Emotion Recognition Networks
Lee, J., Kim, S., Kim, S., Park, J., & Sohn, K. (2019) · 2019 IEEE/CVF International Conference on Computer Vision (ICCV) · doi:10.1109/iccv.2019.01024 · Cited by 323
Deep learning for human affect recognition: Insights and new developments
Rouast, P. V., Adam, M. T. P., & Chiong, R. (2021) · IEEE Transactions on Affective Computing · doi:10.1109/taffc.2018.2890471 · Cited by 243
Yannakakis, G. N. (2012) · Proceedings of the 9th conference on Computing Frontiers · doi:10.1145/2212908.2212954 · Cited by 179
Self-citationUnderstanding procedural content generation: a design-centric analysis of the role of PCG in games
Smith, G. (2014) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2557341 · Cited by 56
Metadata
- Authors
- Yannakakis, G. N., & Togelius, J.
- Venue
- IEEE Transactions on Affective Computing
- Published
- 2011-07
- Volume
- 2
- Issue
- 3
- Pages
- 147-161
- ISSN
- 1949-3045 (ISSN-L)
- OpenAlex
- W2113410615
- Cited by
- 470
- References
- 103
- FWCI
- 36.96
- Type
- journal article
- Language
- en
- Open access
- closed
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