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Automated Analysis of Facial Cues from Videos as a Potential Method for Differentiating Stress and Boredom of Players in Games

机译:从视频中自动分析面部表情,作为区分游戏中玩家压力和乏味的一种潜在方法

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摘要

Facial analysis is a promising approach to detect emotions of players unobtrusively; however approaches are commonly evaluated in contexts not related to games or facial cues are derived from models not designed for analysis of emotions during interactions with games. We present a method for automated analysis of facial cues from videos as a potential tool for detecting stress and boredom of players behaving naturally while playing games. Computer vision is used to automatically and unobtrusively extract 7 facial features aimed at detecting the activity of a set of facial muscles. Features are mainly based on the Euclidean distance of facial landmarks and do not rely on predefined facial expressions, training of a model, or the use of facial standards. An empirical evaluation was conducted on video recordings of an experiment involving games as emotion elicitation sources. Results show statistically significant differences in the values of facial features during boring and stressful periods of gameplay for 5 of the 7 features. We believe our approach is more user-tailored, convenient, and better suited for contexts involving games.
机译:面部分析是一种有前途的检测玩家情绪的有前途的方法。但是,通常在与游戏无关的情况下评估方法,或者从不是为与游戏互动过程中分析情感而设计的模型中得出面部提示。我们提出了一种从视频中自动分析面部线索的方法,作为检测玩家在玩游戏时自然表现出来的压力和无聊的一种潜在工具。计算机视觉用于自动无阻地提取旨在检测一组面部肌肉活动的7个面部特征。特征主要基于面部地标的欧几里得距离,而不依赖于预定义的面部表情,模型训练或面部标准的使用。对涉及游戏作为情感激发源的实验的录像进行了实证评估。结果显示,在7个功能中的5个在无聊和紧张的游戏期间,面部特征的值具有统计学上的显着差异。我们认为我们的方法更适合用户,更方便,并且更适合涉及游戏的环境。

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