基于Laban动作分析的动作游戏情感识别

Haris Zacharatos, C. Gatzoulis, Y. Chrysanthou, A. Aristidou
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引用次数: 44

摘要

游戏没有能力检测玩家是否真的喜欢游戏玩法。游戏并没有足够的智能去检测重要的情绪状态并做出相应调整,从而为玩家提供更好的用户体验。我们提出了一组基于Laban运动分析(LMA)的努力成分的身体运动特征,用于在游戏场景中为四种情绪状态(集中、冥想、兴奋和沮丧)提供一系列的情绪识别分类器。实验结果表明,该系统能够以非常高的速度成功识别四种不同的情绪状态。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Emotion Recognition for Exergames using Laban Movement Analysis
Exergames do not have the capacity to detect whether the players are really enjoying the game-play. The games are not intelligent enough to detect significant emotional states and adapt accordingly in order to offer a better user experience for the players. We propose a set of body motion features, based on the Effort component of Laban Movement Analysis (LMA), that are used to provide sets of classifiers for emotion recognition in a game scenario for four emotional states:concentration, meditation, excitement and frustration. Experimental results show that, the system is capable of successfully recognizing the four different emotional states at a very high rate.
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