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Neural Network Based Facial Expression Analysis of GameEvents: A Cautionary Tale

Published: 23 October 2018 Publication History

Abstract

We present an exploratory study of analyzing and visualizing player facial expressions from video with deep neural networks. We contribute a novel data processing and visualization technique we call Affect Gradients, which provides descriptive statistics of the expressive responses to game events, such as player death or collecting a power-up. As an additional contribution, we show that although there has been tremendous recent progress in deep neural networks and computer vision, interpreting the results as direct read-outs of experiential states is not advised. According to our data, getting killed appears to make players happy, and much more so than killing enemies, although one might expect the exact opposite. A visual inspection of the data reveals that our classifier works as intended, and our results illustrate the limitations of making inferences based on facial images and discrete emotion labels. For example, players may laugh off the death, in which case the closest label for the facial expression is "happy", but the true emotional state is complex and ambiguous. On the other hand, players may frown in concentration while killing enemies or escaping a tight spot, which can easily be interpreted as an "angry" expression.

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Cited By

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  • (2023)Affective Game Computing: A SurveyProceedings of the IEEE10.1109/JPROC.2023.3315689111:10(1423-1444)Online publication date: Oct-2023
  • (2023)The effect of audio on the experience in virtual reality: a scoping reviewBehaviour & Information Technology10.1080/0144929X.2022.215837143:1(165-199)Online publication date: 2-Jan-2023
  • (2022)An automated approach to estimate player experience in game events from psychophysiological dataMultimedia Tools and Applications10.1007/s11042-022-13845-582:13(19189-19220)Online publication date: 15-Oct-2022
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cover image ACM Conferences
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
October 2018
563 pages
ISBN:9781450356244
DOI:10.1145/3242671
  • General Chairs:
  • Florian 'Floyd' Mueller,
  • Daniel Johnson,
  • Ben Schouten,
  • Program Chairs:
  • Phoebe O. Toups Dugas,
  • Peta Wyeth
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 23 October 2018

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Author Tags

  1. affect gradient
  2. facial expression
  3. game

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CHI PLAY '18 Paper Acceptance Rate 43 of 123 submissions, 35%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

View all
  • (2023)Affective Game Computing: A SurveyProceedings of the IEEE10.1109/JPROC.2023.3315689111:10(1423-1444)Online publication date: Oct-2023
  • (2023)The effect of audio on the experience in virtual reality: a scoping reviewBehaviour & Information Technology10.1080/0144929X.2022.215837143:1(165-199)Online publication date: 2-Jan-2023
  • (2022)An automated approach to estimate player experience in game events from psychophysiological dataMultimedia Tools and Applications10.1007/s11042-022-13845-582:13(19189-19220)Online publication date: 15-Oct-2022
  • (2021)Can ADAS Distract Driver’s Attention? An RGB-D Camera and Deep Learning-Based AnalysisApplied Sciences10.3390/app11241158711:24(11587)Online publication date: 7-Dec-2021
  • (2020)Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World DesignProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414249(267-280)Online publication date: 2-Nov-2020
  • (2020)I Feel I Feel You: A Theory of Mind Experiment in GamesKI - Künstliche Intelligenz10.1007/s13218-020-00641-234:1(45-55)Online publication date: 4-Feb-2020
  • (2019)Recognizing Emotional Expression in Game StreamsProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347197(301-311)Online publication date: 17-Oct-2019

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