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dc.contributor.authorZacharatos, H.en
dc.contributor.authorGatzoulis, C.en
dc.contributor.authorChrysanthou, Yiorgos L.en
dc.creatorZacharatos, H.en
dc.creatorGatzoulis, C.en
dc.creatorChrysanthou, Yiorgos L.en
dc.date.accessioned2019-11-13T10:43:01Z
dc.date.available2019-11-13T10:43:01Z
dc.date.issued2013
dc.identifier.isbn978-989-8565-46-4
dc.identifier.urihttp://gnosis.library.ucy.ac.cy/handle/7/55165
dc.description.abstractThe affective state of a player during game playing has a significant effect on the player's motivation and engagement. Recognising player's emotions during games can help game designers improve the user experience by providing sophisticated behaviours to the game characters and the system itself. This paper presents work-in-progress towards novel recognition of player's emotions using posture skeleton data as input from non-intrusive interfaces. A database of samples of non-acted posture skeleton data was captured during active game playing using Microsoft Kinect's sensors. Four observers were asked to annotate the selected postures with an emotion label from a given emotion set. Based on Cohen's kappa, the agreement level of the observers was above or equal to 'good' with overall agreement levels that outperform existing benchmarks. The data was used in a series of experiments for training the system in recognising emotions. The results indicate that the compiled database of postures annotated with emotion labels performs considerably above chance level recognition of emotions and offers interesting research questions for improvements and future directions in the area.en
dc.sourceGRAPP 2013 IVAPP 2013 - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applicationsen
dc.sourceInternational Conference on Computer Graphics Theory and Applications, GRAPP 2013 and International Conference on Information Visualization Theory and Applications, IVAPP 2013en
dc.source.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-84878162561&partnerID=40&md5=5a6ba0340b1f8d457f255840c56caade
dc.subjectInformation analysisen
dc.subjectInformation systemsen
dc.subjectMusculoskeletal systemen
dc.subjectInteractive computer graphicsen
dc.subjectComputer gamesen
dc.subjectResearch questionsen
dc.subjectWork-in-progressen
dc.subjectAffective computingen
dc.subjectAffect recognitionen
dc.subjectMicrosoft kinecten
dc.subjectMotivation and engagementsen
dc.subjectNon-intrusive interfacesen
dc.subjectRecognition of emotionen
dc.titleAffect recognition during active game playing based on posture skeleton dataen
dc.typeinfo:eu-repo/semantics/conferenceObject
dc.description.startingpage419
dc.description.endingpage422
dc.author.faculty002 Σχολή Θετικών και Εφαρμοσμένων Επιστημών / Faculty of Pure and Applied Sciences
dc.author.departmentΤμήμα Πληροφορικής / Department of Computer Science
dc.type.uhtypeConference Objecten
dc.description.notes<p>Sponsors: Inst. Syst. Technol. Inf., Control Commun. (INSTICC)en
dc.description.notesConference code: 97051en
dc.description.notesCited By :1</p>en
dc.contributor.orcidChrysanthou, Yiorgos L. [0000-0001-5136-8890]
dc.gnosis.orcid0000-0001-5136-8890


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