Related papers: The Arousal video Game AnnotatIoN (AGAIN) Dataset
Despite extensive efforts on egocentric video datasets and benchmarks, understanding users' internal states, which is crucial for enabling seamless AI assistant experiences, remains largely overlooked. In this work, we introduce…
The continuous and increasing use of social media has enabled the expression of human thoughts, opinions, and everyday actions publicly at an unprecedented scale. We present the Vent dataset, the largest annotated dataset of text, emotions,…
We present Audiovisual Moments in Time (AVMIT), a large-scale dataset of audiovisual action events. In an extensive annotation task 11 participants labelled a subset of 3-second audiovisual videos from the Moments in Time dataset (MIT). For…
Human affect recognition has been a significant topic in psychophysics and computer vision. However, the currently published datasets have many limitations. For example, most datasets contain frames that contain only information about…
Infographics are widely used in social media to convey complex information, yet how they influence users' affects remains underexplored due to the scarcity of relevant datasets. To address this gap, we introduce a 3.5k-sample…
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…
We present the Moments in Time Dataset, a large-scale human-annotated collection of one million short videos corresponding to dynamic events unfolding within three seconds. Modeling the spatial-audio-temporal dynamics even for actions…
Videos can evoke a range of affective responses in viewers. The ability to predict evoked affect from a video, before viewers watch the video, can help in content creation and video recommendation. We introduce the Evoked Expressions from…
Affective computing strives to unveil the unknown relationship between affect elicitation, manifestation of affect and affect annotations. The ground truth of affect, however, is predominately attributed to the affect labels which…
Although empathic interaction between counselor and client is fundamental to success in the psychotherapeutic process, there are currently few datasets to aid a computational approach to empathy understanding. In this paper, we construct a…
We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives -- or text-adventure games -- are partially observable environments…
The fifth Affective Behavior Analysis in-the-wild (ABAW) Competition is part of the respective ABAW Workshop which will be held in conjunction with IEEE Computer Vision and Pattern Recognition Conference (CVPR), 2023. The 5th ABAW…
Thanks to the substantial and explosively inscreased instructional videos on the Internet, novices are able to acquire knowledge for completing various tasks. Over the past decade, growing efforts have been devoted to investigating the…
We introduce a dataset of annotations of temporal repetitions in videos. The dataset, OVR (pronounced as over), contains annotations for over 72K videos, with each annotation specifying the number of repetitions, the start and end time of…
This paper introduces a new large consent-driven dataset aimed at assisting in the evaluation of algorithmic bias and robustness of computer vision and audio speech models in regards to 11 attributes that are self-provided or labeled by…
Counting repetitive actions are widely seen in human activities such as physical exercise. Existing methods focus on performing repetitive action counting in short videos, which is tough for dealing with longer videos in more realistic…
Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves. With current advancements and transformations of technology and society, text-based…
Cloud gaming has gained popularity as it provides high-quality gaming experiences on thin hardware, such as phones and tablets. Transmitting gameplay frames at high resolutions and ultra-low latency is the key to guaranteeing players'…
We make available to the community a new dataset to support action-recognition research. This dataset is different from prior datasets in several key ways. It is significantly larger. It contains streaming video with long segments…
We introduce NitroGen, a vision-action foundation model for generalist gaming agents that is trained on 40,000 hours of gameplay videos across more than 1,000 games. We incorporate three key ingredients: 1) an internet-scale video-action…