Recognizing Emotional Expression in Game Streams

Shaghayegh Roohi, Elisa D. Mekler, Mikke Tavast, Tatu Blomqvist, Perttu Hämäläinen
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引用次数: 5

Abstract

Gameplay is often an emotionally charged activity, in particular when streaming in front of a live audience. From a games user research perspective, it would be beneficial to automatically detect and recognize players' and streamers' emotional expression, as this data can be used for identifying gameplay highlights, computing emotion metrics or to select parts of the videos for further analysis, e.g., through assisted recall. We contribute the first automatic game stream emotion annotation system that combines neural network analysis of facial expressions, video transcript sentiment, voice emotion, and low-level audio features (pitch, loudness). Using human-annotated emotional expression data as the ground truth, we reach accuracies of up to 70.7%, on par with the inter-rater agreement of the human annotators. In detecting the 5 most intense events of each video, we reach a higher accuracy of 80.4%. Our system is particularly accurate in detecting clearly positive emotions like amusement and excitement, but more limited with subtle emotions like puzzlement.
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识别游戏流中的情感表达
游戏玩法通常是一种充满情感的活动,尤其是在面对现场观众时。从游戏用户研究的角度来看,自动检测和识别玩家和主播的情感表达将是有益的,因为这些数据可以用于识别游戏玩法亮点,计算情感指标或选择视频的部分进行进一步分析,例如,通过辅助回忆。我们贡献了第一个自动游戏流情感注释系统,该系统结合了面部表情、视频记录情感、语音情感和低级音频特征(音高、响度)的神经网络分析。使用人类注释的情感表达数据作为基础事实,我们达到了高达70.7%的准确率,与人类注释者的评分一致性相当。在检测每个视频中最强烈的5个事件时,我们达到了80.4%的更高准确率。我们的系统在识别明显的积极情绪(如娱乐和兴奋)方面尤其准确,但在识别微妙的情绪(如困惑)方面则更为有限。
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