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相关论文: The Arousal video Game AnnotatIoN (AGAIN) Dataset

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From a computational viewpoint, emotions continue to be intriguingly hard to understand. In research, direct, real-time inspection in realistic settings is not possible. Discrete, indirect, post-hoc recordings are therefore the norm. As a…

What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video?…

人机交互 · 计算机科学 2021-03-01 Konstantinos Makantasis , Antonios Liapis , Georgios N. Yannakakis

As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with…

Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…

人机交互 · 计算机科学 2019-10-16 Konstantinos Makantasis , Antonios Liapis , Georgios N. Yannakakis

Understanding human affect can be used in robotics, marketing, education, human-computer interaction, healthcare, entertainment, autonomous driving, and psychology to enhance decision-making, personalize experiences, and improve emotional…

人机交互 · 计算机科学 2025-10-02 Helen Schneider , Svetlana Pavlitska , Helen Gremmelmaier , J. Marius Zöllner

Processing human affective behavior is important for developing intelligent agents that interact with humans in complex interaction scenarios. A large number of current approaches that address this problem focus on classifying emotion…

人机交互 · 计算机科学 2019-09-02 Pablo Barros , Nikhil Churamani , Angelica Lim , Stefan Wermter

As data visualizations have been increasingly applied in mass communication, designers often seek to grasp viewers immediately and motivate them to read more. Such goals, as suggested by previous research, are closely associated with the…

人机交互 · 计算机科学 2022-11-08 Xingyu Lan , Yanqiu Wu , Qing Chen , Nan Cao

We present AMIGOS-- A dataset for Multimodal research of affect, personality traits and mood on Individuals and GrOupS. Different to other databases, we elicited affect using both short and long videos in two social contexts, one with…

神经元与认知 · 定量生物学 2017-04-14 Juan Abdon Miranda-Correa , Mojtaba Khomami Abadi , Nicu Sebe , Ioannis Patras

Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate…

The game of Go has been highly under-researched due to the lack of game records and analysis tools. In recent years, the increasing number of professional competitions and the advent of AlphaZero-based algorithms provide an excellent…

人工智能 · 计算机科学 2025-05-16 Yifan Gao , Danni Zhang , Haoyue Li

How could we gather affect annotations in a rapid, unobtrusive, and accessible fashion? How could we still make sure that these annotations are reliable enough for data-hungry affect modelling methods? This paper addresses these questions…

人机交互 · 计算机科学 2019-10-17 David Melhart , Antonios Liapis , Georgios N. Yannakakis

This work presents MAD (Multimodal Affection Dataset), a multimodal emotion dataset designed for affective computing and neurophysiological modeling. MAD is built upon synchronous collection of diverse physiological signals (EEG, ECG, EOG,…

信号处理 · 电气工程与系统科学 2026-03-09 Shengwei Guo , Yunqing Qiao , Wenzhan Zhang , Bo Liu , Yong Wang , Guobing Sun

The laborious and costly nature of affect annotation is a key detrimental factor for obtaining large scale corpora with valid and reliable affect labels. Motivated by the lack of tools that can effectively determine an annotator's…

Incentive salience attribution can be understood as a psychobiological mechanism ascribing relevance to potentially rewarding objects and actions. Despite being an important component of the motivational process guiding our everyday…

机器学习 · 计算机科学 2022-05-30 Valerio Bonometti , Mathieu J. Ruiz , Anders Drachen , Alex Wade

This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the…

人机交互 · 计算机科学 2023-09-26 Georgios N. Yannakakis , David Melhart

Continuous authentication in high-stakes digital environments requires datasets with fine-grained behavioral signals under realistic cognitive and motor demands. But current benchmarks are often limited by small scale, unimodal sensing or…

密码学与安全 · 计算机科学 2026-05-18 Ishpuneet Singh , Gursmeep Kaur , Uday Pratap Singh Atwal , Guramrit Singh , Gurjot Singh , Maninder Singh

To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…

人机交互 · 计算机科学 2021-10-05 David Melhart , Antonios Liapis , Georgios N. Yannakakis

Emotional and mental well-being are vital components of quality of life, and with the rise of smart devices like smartphones, wearables, and artificial intelligence (AI), new opportunities for monitoring emotions in everyday settings have…

人机交互 · 计算机科学 2025-08-06 Pragya Singh , Ankush Gupta , Mohan Kumar , Pushpendra Singh

There are substantial instructional videos on the Internet, which enables us to acquire knowledge for completing various tasks. However, most existing datasets for instructional video analysis have the limitations in diversity and…

计算机视觉与模式识别 · 计算机科学 2019-03-08 Yansong Tang , Dajun Ding , Yongming Rao , Yu Zheng , Danyang Zhang , Lili Zhao , Jiwen Lu , Jie Zhou

Existing affective-computing, social-signal-processing, and meeting corpora capture important parts of human interaction, but they rarely support analysis of affect in co-located groups as a coupled individual, interpersonal, and…

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