Related papers: Affective Game Computing: A Survey
There is a mismatch between psychological and computational studies on emotions. Psychological research aims at explaining and documenting internal mechanisms of these phenomena, while computational work often simplifies them into labels.…
Affective computing is a field of study that focuses on developing systems and technologies that can understand, interpret, and respond to human emotions. Speech Emotion Recognition (SER), in particular, has got a lot of attention from…
We introduce and investigate a range of general notions of a game. Our principal notion is based on a set of agents modifying a relational structure in a discrete evolution sequence. We also introduce and study a variety of ways to model…
As mobile devices become more and more popular, mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. A critical challenge for…
This paper presents a succinct review of attempts in the literature to use game theory to model decision making scenarios relevant to defence applications. Game theory has been proven as a very effective tool in modelling decision making…
The paper describes BIRAFFE2 data set, which is a result of an affective computing experiment conducted between 2019 and 2020, that aimed to develop computer models for classification and recognition of emotion. Such work is important to…
Some of the most severe bottlenecks preventing widespread development of machine learning models for human behavior include a dearth of labeled training data and difficulty of acquiring high quality labels. Active learning is a paradigm for…
Motion style transfer is highly desired for motion generation systems for gaming. Compared to its offline counterpart, the research on online motion style transfer under interactive control is limited. In this work, we propose an end-to-end…
Human affects are complex paradox and an active research domain in affective computing. Affects are traditionally determined through a self-report based psychometric questionnaire or through facial expression recognition. However, few…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
The World Wide Web continues to evolve and serve as the infrastructure for carrying massive amounts of multimodal and multisensory observations. These observations capture various situations pertinent to people's needs and interests along…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the…
Sports analysis has gained paramount importance for coaches, scouts, and fans. Recently, computer vision researchers have taken on the challenge of collecting the necessary data by proposing several methods of automatic player and ball…
Since the 60s, musicology has been increasingly impacted by computational tools in various ways, from systematic analysis approaches to modeling of creativity. This article presents a comprehensive assessment of the current state of…
Emotions and other affective states play a pivotal role in cognition and, consequently, the learning process. It is well-established that computer-based learning environments (CBLEs) that can detect and adapt to students' affective states…
Acquisition of labeled training samples for affective computing is usually costly and time-consuming, as affects are intrinsically subjective, subtle and uncertain, and hence multiple human assessors are needed to evaluate each affective…
Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Although the game development process…
Emotion recognition and classification is a very active area of research. In this paper, we present a first approach to emotion classification using persistent entropy and support vector machines. A topology-based model is applied to obtain…