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In a video game review, the main focus is the narratives, characters, graphics, and mechanics in the gameplay. Some recent research mentions the user interface only when it comes into light as a creative platform for simple interactive narratives from a technical point of view; this narrative is mainly a software tool that requires traditionally modernized inputs from the user. The user needs to interact with the navigational controls or menus in order to start a basic game play. A complex game interface as stimulus is generally considered as having a feeling of immersion that allows for visual tracking of user behavioural patterns and use it to predict the next strategy of the user using robust computational models. A number of users have limited sensory perception in a gameplay and hence rely on complex game stimulus and an adaptive model is paramount when considering behavioural expectations that place the user in a digital environment with more expressive perceptions. We developed a custom based eye tracking and 3D object detection algorithm which was utilised by recruiting users to interact with visual 3D objects and trace their eye movement behaviour to generated data. We then applied the use of recurrent neural network (RNN) for direct tracing of user behavioural activities in a sequential manner to predict their behaviour for interface adaptation. Result indicates that redundant user attributes are flexible and flawless for identifying predicted response of the user in a controlled environment. This would lead to prototypical representation of user behavioural analytics as an embedded platform in the confined digital environment. One of the limitations of the project is its inability to basically specify the 3D gaze point at the inner boundaries of the visual field. Data visualisation is strictly based on combined object flow detection. The originality of the work is its ability to redefine fixation point to a rendered cascaded 3D gaze point and space-defined saccade which is indicated by the distance between one gaze points to the other. The 3D gaze point would be well suited for fixation generalisation on 3D as well as on 2D digital oriented environment.


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User Experience Adaptation of Complex Game Interface for User Behaviour Modeling Using RNN

Show Author's information Fatima Isiaka1( )Zainab Adamu2Muhammad A. Adamu3
Department of Computer Science, Nasarawa State University, Keffi, PMB 1022, Nigeria
Department of Computer Science, Ahmadu Bello University (ABU), Zaria, Nigeria
Department of Electrical Electronics, Federal University of Technology, Minna, Nigeria

Abstract

In a video game review, the main focus is the narratives, characters, graphics, and mechanics in the gameplay. Some recent research mentions the user interface only when it comes into light as a creative platform for simple interactive narratives from a technical point of view; this narrative is mainly a software tool that requires traditionally modernized inputs from the user. The user needs to interact with the navigational controls or menus in order to start a basic game play. A complex game interface as stimulus is generally considered as having a feeling of immersion that allows for visual tracking of user behavioural patterns and use it to predict the next strategy of the user using robust computational models. A number of users have limited sensory perception in a gameplay and hence rely on complex game stimulus and an adaptive model is paramount when considering behavioural expectations that place the user in a digital environment with more expressive perceptions. We developed a custom based eye tracking and 3D object detection algorithm which was utilised by recruiting users to interact with visual 3D objects and trace their eye movement behaviour to generated data. We then applied the use of recurrent neural network (RNN) for direct tracing of user behavioural activities in a sequential manner to predict their behaviour for interface adaptation. Result indicates that redundant user attributes are flexible and flawless for identifying predicted response of the user in a controlled environment. This would lead to prototypical representation of user behavioural analytics as an embedded platform in the confined digital environment. One of the limitations of the project is its inability to basically specify the 3D gaze point at the inner boundaries of the visual field. Data visualisation is strictly based on combined object flow detection. The originality of the work is its ability to redefine fixation point to a rendered cascaded 3D gaze point and space-defined saccade which is indicated by the distance between one gaze points to the other. The 3D gaze point would be well suited for fixation generalisation on 3D as well as on 2D digital oriented environment.

Keywords: recurrent neural network, user behaviour, 3D object detection, embedded platform, eye tracking, complex games’ interface, user interphase (UI) design

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Publication history

Received: 07 November 2021
Revised: 14 May 2022
Accepted: 19 May 2022
Published: 30 November 2022
Issue date: December 2022

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© The author(s) 2022

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We wish to acknowledge Nasarawa State University for their contribution to this paper.

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