GameVibe: A Multimodal Affective Game Corpus

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Barthet, Matthew, Kaselimi, Maria, Pinitas, Kosmas, Makantasis, Konstantinos, Liapis, Antonios, Yannakakis, Georgios N.
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866915219986448384
author Barthet, Matthew
Kaselimi, Maria
Pinitas, Kosmas
Makantasis, Konstantinos
Liapis, Antonios
Yannakakis, Georgios N.
author_facet Barthet, Matthew
Kaselimi, Maria
Pinitas, Kosmas
Makantasis, Konstantinos
Liapis, Antonios
Yannakakis, Georgios N.
contents As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect traces for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.
format Preprint
id arxiv_https___arxiv_org_abs_2407_12787
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle GameVibe: A Multimodal Affective Game Corpus
Barthet, Matthew
Kaselimi, Maria
Pinitas, Kosmas
Makantasis, Konstantinos
Liapis, Antonios
Yannakakis, Georgios N.
Human-Computer Interaction
Artificial Intelligence
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect traces for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.
title GameVibe: A Multimodal Affective Game Corpus
topic Human-Computer Interaction
Artificial Intelligence
url https://arxiv.org/abs/2407.12787