{"title":"Poster: Sentiment Analysis of BGM Toward Automatic BGM Selection Based on Emotion","authors":"N. A. Konan, H. Suwa, Yutaka Arakawa, K. Yasumoto","doi":"10.1145/2938559.2948770","DOIUrl":null,"url":null,"abstract":"It is essential to select/assign appropriate background mu- sic (BGM) for each scene/cut when we edit a video or a slideshow of photos. However, it is a laborious task. Aim- ing to realise automatic BGM selection/assignment, we pro- pose a method to automatically assign emotion tag to various BGM. To realise this method, we need a model for classify- ing BGM. To build our model, we use a set of movie scene BGMs that a group of 14 users tagged with five (5) differ- ent sentiments: Love, Surprise, Joy, Sadness, and Fear. Af- ter confirming their agreements, we extracted the features of each audio file of our dataset. Using the machine-learning tool WEKA and the random forest algorithm, we built a model. Through a cross validation process, we evaluated our model and obtained an accuracy of 94% in prediction of the emotion in the BGM, demonstrating the effectiveness of the proposed approach.","PeriodicalId":298684,"journal":{"name":"MobiSys '16 Companion","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"MobiSys '16 Companion","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2938559.2948770","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
It is essential to select/assign appropriate background mu- sic (BGM) for each scene/cut when we edit a video or a slideshow of photos. However, it is a laborious task. Aim- ing to realise automatic BGM selection/assignment, we pro- pose a method to automatically assign emotion tag to various BGM. To realise this method, we need a model for classify- ing BGM. To build our model, we use a set of movie scene BGMs that a group of 14 users tagged with five (5) differ- ent sentiments: Love, Surprise, Joy, Sadness, and Fear. Af- ter confirming their agreements, we extracted the features of each audio file of our dataset. Using the machine-learning tool WEKA and the random forest algorithm, we built a model. Through a cross validation process, we evaluated our model and obtained an accuracy of 94% in prediction of the emotion in the BGM, demonstrating the effectiveness of the proposed approach.