Boyan Bontchev

Prof. Boyan Bontchev

orcid

Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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19 August 2016 in Cybernetics and Information Technologies
Verified
Journal Article
Open access
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Boyan BontchevBoyan Bontchev
Boyan Bontchev
Playing computer games is a predominantly emotional than rational process. Video games with affect-based adaptation measure player’s behavior signals and recognize player’s emotional states in order to adapt specific game features in a dynamic manner and to improve player’s engagement, immersion, excitement, and challenge. The present review deals with models for the presentation of emotions, techniques for measuring behavioral signals, emotion recognition and adaptation mechanisms applied in video games with affective feedback including methods for their assessment and validation. Studies using self-reports, observational methods and psychophysiological measurements of both autonomic and central nervous systems including processing and interpretation of signals are systematically reviewed with regard to their results concerning emotional adaptation in games. Next, the article provides a comparative analysis of affect-based adaptation methods and techniques applied in 14 adaptive video games developed in last ten years. Based on this comparison, we summarized future directions in research, design and evaluation of video games with affective adaption.

1 August 2018 in Computers in Human Behavior
Verified
Journal Article
Open access
Boyan BontchevBoyan Bontchev
Boyan Bontchev
DVDessislava Vassileva
Dessislava Vassileva
AAAdelina Aleksieva-Petrova
Adelina Aleksieva-Petrova
MPMilen Petrov
Milen Petrov
In recent years, researchers have reported positive outcomes and effects from applying computer games to the educational process. The preconditions for an effective game-based learning process include the presence of high learning interest and the desire to study hard. Therefore, educational video game design has to tailor gameplay to the style of the playing learner, i.e. to the psycho-cognitive abilities, attitudes, and skills of the individual player, in order to foster the player's motivation and creativity. To achieve this goal, it is necessary to draw a parallel between learning styles and styles of playing video games, and to investigate the correlations between these types of constructs. The article presents a new family of playing styles based on Kolb's experiential learning theory that is appropriate to be used for educational video games. This family is composed of four playing styles: Competitor, Dreamer, Logician, and Strategist, and corresponds to Honey and Mumford's learning styles based also on the theory of experiential learning, namely Activist, Reflector, Theorist, and Pragmatist. To measure the four playing styles, a 40-item questionnaire was designed. In order to verify the consistency, validity, and reliability of that questionnaire as an accurate tool for recognizing the four suggested player styles, a pilot study was conducted. The article reports the results obtained from the study, along with their analysis and applicability.

21 December 2021 in Sustainability
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Journal Article
Open access
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Boyan BontchevBoyan Bontchev
Boyan Bontchev
Albena AntonovaAlbena Antonova
Albena Antonova
VTValentina Terzieva
Valentina Terzieva
YDYavor Dankov
Yavor Dankov
Climate resilience competencies improve people’s capacity to recognize and adopt strategies for mitigating negative climate effects. Especially concerning the built cultural heritage protection in the coastal areas, both professionals and citizens have to be prepared for water-related extreme events, such as floods, sea-level rise, and altered precipitation. Considering these challenges, the authors explore the efficiency of serious video games and describe the process of design and validation of the pilot educational online maze game “Let us save Venice”. More specifically, the main research question motivating the study is to identify what the experience factors and the mini-games are that contribute mostly to raising awareness to climate resilience and built heritage sustainability. The question implies two main research objectives: first, to explore what role user-centered game design plays in creating immersive and enjoyable educational video maze games, and second, to investigate which factors influence user experience and game playability in the design phase, and how they contribute to learnability and raising awareness. The background section of the article focuses on a preliminary study of the educational potential of serious games and introduces the EU-funded project e-Creha. Then, it explores the process of game design, development, and validation, focusing on metrics such as game learnability and game experience. The results outline the main findings that immersion, positive affect, and competence appeared to be the main experience factors contributing to raising awareness to climate resilience and built heritage sustainability. Lastly, the discussion section provides further directions for game improvement and future work.

1 May 2018 in Computers in Human Behavior
Verified
Journal Article
Closed access
Boyan BontchevBoyan Bontchev
Boyan Bontchev
OGOlga Georgieva
Olga Georgieva

2 November 2016
Verified
Conference Paper
Open access
Boyan BontchevBoyan Bontchev
Boyan Bontchev
DVDessislava Vassileva
Dessislava Vassileva
In recent years, the interest to the area of computer games for educational purposes increased due to their positive outcomes and effects in technology-enhanced learning. One of their chief merits is retaining the learning motivation and engagement of players during all time of the game. Therefore, it is necessary educational games to be able to adjust their features such as task difficulty, object speed, learning content, etc. according to the current emotional state of the player and, as well, to his/her playing style. In this paper, we present a dynamic mechanism for affective game adaptation based on both emotion and arousal estimation. The mechanism is implemented within an applied video game named "Rush for Gold" designed for implicit recognition of playing or learning styles. The paper outlines, analyzes and discusses results of an experimental study related to player's engagement in affective applied adaptation.

30 September 2020
Verified
Book Chapter
Closed access
PDF file
Boyan BontchevBoyan Bontchev
Boyan Bontchev
Albena AntonovaAlbena Antonova
Albena Antonova
YDYavor Dankov
Yavor Dankov