Related papers: The Arousal video Game AnnotatIoN (AGAIN) Dataset
The task of action spotting consists in both identifying actions and precisely localizing them in time with a single timestamp in long, untrimmed video streams. Automatically extracting those actions is crucial for many sports applications,…
We introduce FindingEmo, a new image dataset containing annotations for 25k images, specifically tailored to Emotion Recognition. Contrary to existing datasets, it focuses on complex scenes depicting multiple people in various naturalistic,…
This paper is the basis paper for the accepted IJCNN challenge One-Minute Gradual-Emotion Recognition (OMG-Emotion) by which we hope to foster long-emotion classification using neural models for the benefit of the IJCNN community. The…
Human affect recognition is an essential part of natural human-computer interaction. However, current methods are still in their infancy, especially for in-the-wild data. In this work, we introduce our submission to the Affective Behavior…
In education and intervention programs, user engagement has been identified as a major factor in successful program completion. Automatic measurement of user engagement provides helpful information for instructors to meet program objectives…
In Actor and Observer we introduced a dataset linking the first and third-person video understanding domains, the Charades-Ego Dataset. In this paper we describe the egocentric aspect of the dataset and present annotations for Charades-Ego…
Human perception is at the core of lossy video compression and yet, it is challenging to collect data that is sufficiently dense to drive compression. In perceptual quality assessment, human feedback is typically collected as a single…
This paper explores public perceptions around the role of affective computing in the workplace. It uses a series of design fictions with 46 UK based participants, unpacking their perspectives on the advantages and disadvantages of tracking…
Although several datasets annotated for anaphoric reference/coreference exist, even the largest such datasets have limitations in terms of size, range of domains, coverage of anaphoric phenomena, and size of documents included. Yet, the…
We present a novel large-scale dataset and accompanying machine learning models aimed at providing a detailed understanding of the interplay between visual content, its emotional effect, and explanations for the latter in language. In…
The rapid expansion of video game production necessitates the development of effective advertising and recommendation systems for online game platforms. Recommending and advertising games to users hinges on capturing their interest in…
Increasing volume of user-generated human-centric video content and their applications, such as video retrieval and browsing, require compact representations that are addressed by the video summarization literature. Current supervised…
Recommendation systems increasingly depend on massive human-labeled datasets; however, the human annotators hired to generate these labels increasingly come from homogeneous backgrounds. This poses an issue when downstream predictive models…
Multi-person event recognition is a challenging task, often with many people active in the scene but only a small subset contributing to an actual event. In this paper, we propose a model which learns to detect events in such videos while…
Human affect and mental state estimation in an automated manner, face a number of difficulties, including learning from labels with poor or no temporal resolution, learning from few datasets with little data (often due to confidentiality…
The proposed model is only for the audio module. All videos in the OMG Emotion Dataset are converted to WAV files. The proposed model makes use of semi-supervised learning for the emotion recognition. A GAN is trained with unsupervised…
In this work, we explore the emotional reactions that real-world images tend to induce by using natural language as the medium to express the rationale behind an affective response to a given visual stimulus. To embark on this journey, we…
Linking human motion and natural language is of great interest for the generation of semantic representations of human activities as well as for the generation of robot activities based on natural language input. However, while there have…
In recent years, deep neural networks have demonstrated increasingly strong abilities to recognize objects and activities in videos. However, as video understanding becomes widely used in real-world applications, a key consideration is…
Action quality assessment (AQA) has become an emerging topic since it can be extensively applied in numerous scenarios. However, most existing methods and datasets focus on single-person short-sequence scenes, hindering the application of…