Name: | Description: | Size: | Format: | |
---|---|---|---|---|
1.65 MB | Adobe PDF |
Authors
Advisor(s)
Abstract(s)
Com o crescente aumento do uso de inteligências artificiais e analises de dados,
a personalização de conteúdos está sendo cada vez aproveitada. Dentro deste
desafio, um jogo digital que pode alterar seu conteúdo, baseado na
personalidade de seus usuários seria algo de grande impacto na indústria.
Porém, ainda não existem métodos não invasivos de coletar os dados
necessários para que esta analise seja feita de forma confiável. Com base nesta
premissa, este trabalho tem como objetivo principal apresentar uma técnica
baseada no Big Five para tentar encontrar informações sobre a personalidade
de seus jogadores. Para isto, foi implementado um jogo teste, capaz de coletar
informações sobre os usuários enquanto era jogado, e após os dados coletados,
estes foram convertidos para tabelas de valores do Big Five e finalmente
comparados as diferentes facetas propostas dentro desta técnica. Com a ajuda
de 40 voluntários, este estudo encontrou resultados não satisfatórios para
resolução do problema final, porem o estudo apresentou novas abordagens, tais
como a separação dos jogadores em grupos criados especificamente para o jogo
em questão, ou o uso de outros modelos matemáticos para comparação de dados
como abordagens que podem ser utilizadas em trabalhos futuros.
With the increasing use of artificial intelligence and data analysis, the personalization of content is increasingly being harnessed. Within this challenge, a digital game that can alter its content based on the personality of its users would have a major impact on the industry. However, there are still no non-invasive methods of collecting the data needed for this analysis to be carried out reliably. Based on this premise, the main objective of this work is to present a technique based on the Big Five to try to find information about the personality of its players. To do this, a test game was implemented, capable of collecting information about users while it was being played, and once the data had been collected, it was converted into tables of Big Five values and finally compared to the different facets proposed within this technique. With the help of 40 volunteers, this study found unsatisfactory results for solving the final problem, but the study presented new approaches, such as separating players into groups created specifically for the game in question, or using other mathematical models to compare data as approaches that could be used in future work.
With the increasing use of artificial intelligence and data analysis, the personalization of content is increasingly being harnessed. Within this challenge, a digital game that can alter its content based on the personality of its users would have a major impact on the industry. However, there are still no non-invasive methods of collecting the data needed for this analysis to be carried out reliably. Based on this premise, the main objective of this work is to present a technique based on the Big Five to try to find information about the personality of its players. To do this, a test game was implemented, capable of collecting information about users while it was being played, and once the data had been collected, it was converted into tables of Big Five values and finally compared to the different facets proposed within this technique. With the help of 40 volunteers, this study found unsatisfactory results for solving the final problem, but the study presented new approaches, such as separating players into groups created specifically for the game in question, or using other mathematical models to compare data as approaches that could be used in future work.
Description
Keywords
Big Five Jogos Digitais Personalidade Tipologia de Jogadores Vídeo Games