Related papers: GameVibe: A Multimodal Affective Game Corpus
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…
Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels. Despite their potential, no reinforcement learning framework incorporates human…
Characterizing and quantifying gender representation disparities in audiovisual storytelling contents is necessary to grasp how stereotypes may perpetuate on screen. In this article, we consider the high-level construct of objectification…
We present Affect2MM, a learning method for time-series emotion prediction for multimedia content. Our goal is to automatically capture the varying emotions depicted by characters in real-life human-centric situations and behaviors. We use…
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…
In many research areas, for example motion and gesture generation, objective measures alone do not provide an accurate impression of key stimulus traits such as perceived quality or appropriateness. The gold standard is instead to evaluate…
Emotion is a crucial phenomenon in the functioning of human beings in society. However, it remains a widely open subject, particularly in its textual manifestations. This paper examines an industrial corpus manually annotated following an…
Today's research progress in the field of multi-document summarization is obstructed by the small number of available datasets. Since the acquisition of reference summaries is costly, existing datasets contain only hundreds of samples at…
Throughout the past decade, many studies have classified human emotions using only a single sensing modality such as face video, electroencephalogram (EEG), electrocardiogram (ECG), galvanic skin response (GSR), etc. The results of these…
Juiciness is visual pizzazz used to improve player experience and engagement in games. Most research has focused on juicy particle effects. However, text effects are also commonly used in games, albeit not always juiced up. One type is…
YouTube Shorts, a new section launched by YouTube in 2021, is a direct competitor to short video platforms like TikTok. It reflects the rising demand for short video content among online users. Social media platforms are often flooded with…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…
In recent decades, the field of affective computing has made substantial progress in advancing the ability of AI systems to recognize and express affective phenomena, such as affect and emotions, during human-human and human-machine…
Multimodal sentiment analysis has recently gained popularity because of its relevance to social media posts, customer service calls and video blogs. In this paper, we address three aspects of multimodal sentiment analysis; 1. Cross modal…
Availability of naturalistic affective stimuli is needed for creating the affective technological solution as well as making progress in affective science. Although a lot of progress in the collection of affective multimedia stimuli has…
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…
Study of affect in speech requires suitable data, as emotional expression and perception vary across languages. Until now, no corpus has existed for natural expression of affect in spontaneous Finnish, existing data being acted or from a…
Commonaiverse is an interactive installation exploring human emotions through full-body motion tracking and real-time AI feedback. Participants engage in three phases: Teaching, Exploration and the Cosmos Phase, collaboratively expressing…
People come to social media to satisfy a variety of needs, such as being informed, entertained and inspired, or connected to their friends and community. Hence, to design a ranking function that gives useful and personalized post…
Humans express feelings or emotions via different channels. Take language as an example, it entails different sentiments under different visual-acoustic contexts. To precisely understand human intentions as well as reduce the…