# On the recognition of the game type based on physiological signals and eye tracking

arXiv: https://arxiv.org/abs/2310.17383 · HTML: https://mlsanity.com/paper/2310.17383/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 3 of its 21 references that are in the map.
- First posted on arXiv 26 Oct 2023.

## Builds on (most cited first, 3 of 3)

- [XGBoost: A Scalable Tree Boosting System](https://mlsanity.com/paper/1603.02754/) (2016)
- [DreamDiffusion: Generating High-Quality Images from Brain EEG Signals](https://mlsanity.com/paper/2306.16934/) (2023)
- [A Survey of Human Activity Recognition in Smart Homes Based on IoT Sensors Algorithms: Taxonomies, Challenges, and Opportunities with Deep Learning](https://mlsanity.com/paper/2111.04418/) (2021)

## Abstract (arXiv)

Automated interpretation of signals yields many impressive applications from the area of affective computing and human activity recognition (HAR). In this paper we ask the question about possibility of cognitive activity recognition on the base of particular set of signals. We use recognition of the game played by the participant as a playground for exploration of the problem. We build classifier of three different games (Space Invaders, Tetris, Tower Defence) and inter-game pause. We validate classifier in the player-independent and player-dependent scenario. We discuss the improvement in the player-dependent scenario in the context of biometric person recognition. On the base of the results obtained in game classification, we consider potential applications in smart surveillance and quantified self.
