The rising popularity of learning techniques in data analysis has recently led to an increased need of large-scale datasets. In this study, we propose a system consisting of a VR game and a software platform designed to collect the player’s multimodal data, synchronized with the VR content, with the aim of creating a dataset for emotion detection and recognition. The game was implemented ad-hoc in order to elicit joy and frustration, following the emotion elicitation process described by Roseman’s appraisal theory. In this preliminary study, 5 participants played our VR game along with pre-existing ones and self-reported experienced emotions.

A VR game-based system for multimodal emotion data collection / Bassano, C.; Ballestin, G.; Ceccaldi, E.; Larradet, F. I.; Mancini, M.; Volta, E.; Niewiadomski, R.. - (2019), pp. 1-3. (Intervento presentato al convegno 2019 ACM Conference on Motion, Interaction, and Games, MIG 2019 tenutosi a gbr nel 2019) [10.1145/3359566.3364695].

A VR game-based system for multimodal emotion data collection

Niewiadomski R.
2019-01-01

Abstract

The rising popularity of learning techniques in data analysis has recently led to an increased need of large-scale datasets. In this study, we propose a system consisting of a VR game and a software platform designed to collect the player’s multimodal data, synchronized with the VR content, with the aim of creating a dataset for emotion detection and recognition. The game was implemented ad-hoc in order to elicit joy and frustration, following the emotion elicitation process described by Roseman’s appraisal theory. In this preliminary study, 5 participants played our VR game along with pre-existing ones and self-reported experienced emotions.
2019
Proceedings - MIG 2019: ACM Conference on Motion, Interaction, and Games
New York, USA
Association for Computing Machinery, Inc
9781450369947
A VR game-based system for multimodal emotion data collection / Bassano, C.; Ballestin, G.; Ceccaldi, E.; Larradet, F. I.; Mancini, M.; Volta, E.; Niewiadomski, R.. - (2019), pp. 1-3. (Intervento presentato al convegno 2019 ACM Conference on Motion, Interaction, and Games, MIG 2019 tenutosi a gbr nel 2019) [10.1145/3359566.3364695].
Bassano, C.; Ballestin, G.; Ceccaldi, E.; Larradet, F. I.; Mancini, M.; Volta, E.; Niewiadomski, R.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11572/280389
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