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Publication Tag: Gaming

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2012
79 citations
Speech-based recognition of self-reported and observed emotion in a dimensional space
Truong, van Leeuwen, de Jong
The differences between self-reported and observed emotion have only marginally been investigated in the context of speech-based automatic emotion recognition. We address this issue by comparing self-reported emotion ratings to observed emotion ratings and look at how differences between these two types of ratings affect the development and performance of automatic emotion recognizers developed with these ratings. A dimensional approach to emotion modeling is adopted: the ratings are based on continuous arousal and valence scales. We describe the TNO-Gaming Corpus that contains spontaneous vocal and facial expressions elicited via a multiplayer videogame and that includes emotion annotations obtained via self-report and observation by outside observers. Comparisons show that there are discrepancies between self-reported and observed emotion ratings which are also reflected in the performance of the emotion recognizers developed. Using Support Vector Regression in combination with acoustic and textual features, recognizers of arousal and valence are developed that can predict points in a 2-dimensional arousal-valence space. The results of these recognizers show that the self-reported emotion is much harder to recognize than the observed emotion, and that averaging ratings from multiple observers improves performance.
2011
29 citations
Methodologies for Evaluating Player Experience in Game Play
Chu, Yin Wong, Weng Khong
Player experience constitutes one of the most significant factors in determining the success rate of games. Games which do not provide enormous user experience usually will not gain intense interest from players. The concept of player experience is normally interchanged with concepts such as fun, flow, fulfillment, enjoyment, engagement, satisfaction, pleasure and playability. In this paper, we reviewed, analyzed and discussed the different attributes and methodologies used to evaluate player experience for game play. We concluded the finding in a playability matrix based on an analysis of methodologies for evaluating player experience in game play. The matrix was constructed from literature analysis, which comprised of attributes consisting of qualitative and quantitative, verbal and non-verbal, empirical and non-empirical methods.
2007
84 citations
Using Emotion in Games: Emotional Flowers
Bernhaupt, Boldt, Mirlacher, Wilfinger, Tscheligi
The “Emotional Flowers” game utilizes players’ facial expressions to control the growth of a flower, aiming to elicit emotional reactions such as happiness and surprise. Multiple players can participate simultaneously, with their flowers displayed on a public ambient display, influencing both individual emotions and social interactions. This paper presents the design, implementation, and evaluation of the game.
2015
4 citations
Real-Time Facial Character Animation
H.E. Tasli, T.M. den Uyl, H. Boujut, T. Zaharia
This demonstration paper presents a real-time facial character animation application where the facial expressions of a person are simultaneously synthesized on a virtual avatar. The proposed method does not require any training or calibration for the person interacting with the system. An Active Appearance Model based technique is used to track more than 500 points on the face to create the animated expression of the virtual avatar. The sex, age or ethnicity of the subject in front of the camera can also be automatically analyzed and hence the visualization of the avatar could be adapted accordingly. This application requires a standard web cam and is intended for gaming, entertainment or video conference purposes and will be presented in a real-time setup during the demo session.
2015
8 citations
Who do you want to be? Real-time face swap
T.M. den Uyl, H.E. Tasli, P. Ivan, M. Snijdewind
This demonstration paper presents a face swap application where two people’s faces are automatically exchanged in real-time without any calibration or training. This is performed using the Active Appearance Models technique. A realistic visualization is achieved using an adaptive texture sampling technique. The face swap is performed irrespective of the sex, age or ethnicity of the subject in front of the camera. This application is intended for gaming, shopping, educational or entertainment purposes and will be presented in a real-time setup during the demo session.

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