Issue No. 03 - July-September (2011 vol. 2)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/T-AFFC.2011.6
G. N. Yannakakis , Center for Comput. Games Res., IT Univ. of Copenhagen, Copenhagen, Denmark
J. Togelius , Center for Comput. Games Res., IT Univ. of Copenhagen, Copenhagen, Denmark
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.
user centred design, cognition, computer games, content management, human computer interaction, personal computing, experience-driven procedural content generation, human-computer interaction design, personalization, user experience, cognitive modeling, games, Web 2.0, interface, software design, Games, Computational modeling, Human computer interaction, Data models, Adaptation model, Content distribution networks, User interfaces, Behavioral science, computer games., Procedural content generation, user affect, user experience, personalization, adaptation
G. N. Yannakakis and J. Togelius, "Experience-Driven Procedural Content Generation," in IEEE Transactions on Affective Computing, vol. 2, no. , pp. 147-161, 2011.