基于视频的游戏流用户参与度评估:可解释的多模态神经网络方法

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Sicheng Pan, Gary J.W. Xu, Kun Guo, Seop Hyeong Park, Hongliang Ding
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引用次数: 0

摘要

在本文中,我们提出了一种非侵入式、非限制性的多模态深度学习模型,用于估计游戏流媒体的参与度。我们结合了流媒体视频中的三种模式(面部、像素和音频信息)来训练多模态神经网络。此外,我们还引入了一种新颖的解释技术,可直接计算每种模式对模型分类性能的贡献,而无需重新训练单一模式模型。实验结果表明,我们的模型在测试集上达到了 77.2% 的准确率,其中声音模态被确定为参与度估计的关键模态。通过利用所提出的解释技术,我们进一步分析了模型在处理不同类别和来自不同玩家的样本时对模型的贡献。这增强了模型的可解释性,并揭示了其局限性以及未来的改进方向。所提出的方法和研究结果有望应用于游戏流媒体和观众分析领域,以及与多模态学习和情感计算相关的领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video-Based Engagement Estimation of Game Streamers: An Interpretable Multimodal Neural Network Approach
In this paper, we propose a non-intrusive and nonrestrictive multimodal deep learning model for estimating the engagement levels of game streamers. We incorporate three modalities from the streamers' videos (facial, pixel, and audio information) to train the multimodal neural network. Additionally, we introduce a novel interpretation technique that directly calculates the contribution of each modality to the model's classification performance without the need to retrain single modality models. Experimental results demonstrate that our model achieves an accuracy of 77.2% on the test set, with the sound modality identified as a key modality for engagement estimation. By utilizing the proposed interpretation technique, we further analyze the modality contributions of the model in handling different categories and samples from various players. This enhances the model's interpretability and reveals its limitations, as well as future directions for improvement. The proposed approach and findings have potential applications in the fields of game streaming and audience analysis, as well as in domains related to multimodal learning and affective computing.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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