Related papers: The Arousal video Game AnnotatIoN (AGAIN) Dataset
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…
Emotion expression and perception are nuanced, complex, and highly subjective processes. When multiple annotators label emotional data, the resulting labels contain high variability. Most speech emotion recognition tasks address this by…
Inspired by the role of chemosignals in conveying emotional states, this paper introduces the Affective Air Quality (AAQ) dataset, a novel dataset collected to explore the potential of volatile odor compound and gas sensor data for…
This paper presents the results of a study conducted on the perceptual acceptability of audio-video desynchronization for sports videos. The study was conducted with 45 videos generated by applying 8 audio-video offsets on 5 source…
We introduce IMPACT, a synchronized five-view RGB-D dataset for deployment-oriented industrial procedural understanding, built around real assembly and disassembly of a commercial angle grinder with professional-grade tools. To our…
Work in Computational Affective Science and Computational Social Science explores a wide variety of research questions about people, emotions, behavior, and health. Such work often relies on language data that is first labeled with relevant…
Recent developments in modeling language and vision have been successfully applied to image question answering. It is both crucial and natural to extend this research direction to the video domain for video question answering (VideoQA).…
The NLP community has long advocated for the construction of multi-annotator datasets to better capture the nuances of language interpretation, subjectivity, and ambiguity. This paper conducts a retrospective study to show how performance…
Video games have played a crucial role in entertainment since their development in the 1970s, becoming even more prominent during the lockdown period when people were looking for ways to entertain them. However, at that time, players were…
The way we perceive a sound depends on many aspects-- its ecological frequency, acoustic features, typicality, and most notably, its identified source. In this paper, we present the HCU400: a dataset of 402 sounds ranging from easily…
Humans are arguably one of the most important subjects in video streams, many real-world applications such as video summarization or video editing workflows often require the automatic search and retrieval of a person of interest. Despite…
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research…
Although media content is increasingly produced, distributed, and consumed in multiple combinations of modalities, how individual modalities contribute to the perceived emotion of a media item remains poorly understood. In this paper we…
While the field of affective computing has contributed to greatly improving the seamlessness of human-robot interactions, the focus has primarily been on the emotional processing of the self, rather than the perception of the other. To…
Missing diversity, equity, and inclusion elements in affective computing datasets directly affect the accuracy and fairness of emotion recognition algorithms across different groups. A literature review reveals how affective computing…
Assembly101 is a new procedural activity dataset featuring 4321 videos of people assembling and disassembling 101 "take-apart" toy vehicles. Participants work without fixed instructions, and the sequences feature rich and natural variations…
We address the problem of accurate capture and expressive modelling of interactive behaviors happening between two persons in daily scenarios. Different from previous works which either only consider one person or focus on conversational…
Recent advances in video diffusion have enabled the development of "world models" capable of simulating interactive environments. However, these models are largely restricted to single-agent settings, failing to control multiple agents…
In large-scale multi-agent systems, the large number of agents and complex game relationship cause great difficulty for policy learning. Therefore, simplifying the learning process is an important research issue. In many multi-agent…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…