Related papers: From Pixels to Affect: A Study on Games and Player…
To widen their accessibility and increase their utility, intelligent agents must be able to learn complex behaviors as specified by (non-expert) human users. Moreover, they will need to learn these behaviors within a reasonable amount of…
Multimodal affective computing analyzes user-generated social media content to predict emotional states. However, a critical gap remains in understanding how visual content shapes cognitive interpretations and elicits specific affective…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
Automatic understanding of human affect using visual signals is a problem that has attracted significant interest over the past 20 years. However, human emotional states are quite complex. To appraise such states displayed in real-world…
In this work, we enable gamers to share their gaming experience on social media by automatically generating eye-catching highlight reels from their gameplay session Our automation will save time for gamers while increasing audience…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
Humans are able to comprehend information from multiple domains for e.g. speech, text and visual. With advancement of deep learning technology there has been significant improvement of speech recognition. Recognizing emotion from speech is…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
In recent years 360$^{\circ}$ videos have been becoming more popular. For traditional media presentations, e.g., on a computer screen, a wide range of assessment methods are available. Different constructs, such as perceived quality or the…
We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural…
Human affective recognition is an important factor in human-computer interaction. However, the method development with in-the-wild data is not yet accurate enough for practical usage. In this paper, we introduce the affective recognition…
Digital games are one of the major and most important fields on the entertainment domain, which also involves cinema and music. Numerous attempts have been done to improve the quality of the games including more realistic artistic…
Video action recognition is one of the representative tasks for video understanding. Over the last decade, we have witnessed great advancements in video action recognition thanks to the emergence of deep learning. But we also encountered…
Although psychological research indicates that bodily expressions convey important affective information, to date research in emotion recognition focused mainly on facial expression or voice analysis. In this paper we propose an approach to…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence, especially with a focus on expert-level or even super-human play. But real life also pushes human intelligence along a…
Active perception approaches select future viewpoints by using some estimate of the information gain. An inaccurate estimate can be detrimental in critical situations, e.g., locating a person in distress. However the true information gained…
Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
Devising intelligent agents able to live in an environment and learn by observing the surroundings is a longstanding goal of Artificial Intelligence. From a bare Machine Learning perspective, challenges arise when the agent is prevented…