www.ai-center.com |
Reference: kang-10-entertainmentmemory |
Reference |
Kang S., and Nareyek, A. 2010. Pleasure Differences as a Result of Seeing an Action versus Own Acting. In Proceedings of the 2010 Annual International Conference on Advanced Topics in Artificial Intelligence (ATAI 2010), 81-88. |
Abstract |
When generating an entertainment experience, such as that of a movie, a novel, or a computer game, not only the experience itself, but also the memory of the experience plays an important role. Pleasurable memories can generate additional pleasure during recall, be instrumental to generate secondary social pleasure when communicating the experience, and be important for word-of-mouth advertising of the entertainment product. In order to optimize entertainment experiences, especially for an online dynamic generation of experiences within computer games, we need to build formal models of these processes. This paper is a summary of a research study we conducted with 50 university students in order to identify factors that influence the memory of entertainment experiences. Our findings show that when watching a short film, a range of factors, including the level of attention of the person, the predictability of the storyline, and the valence of the content, all have substantial impact on the amount of information the test subject can recollect at a later stage. Psychophysiological measurements like skin conductance are also found to be indicators of the memory performance. In terms of the application of the results, some of the factors suggest the use of profiling techniques to best match the target audience's background, e.g., when used for automated story generation within a game. |
Download | Rules and Regulations [PDF; 812 KB] [download PDF viewer] |