TY - GEN
T1 - Audiovisual Analysis for Recognising Frustration during Game-Play
T2 - 8th International Conference on Affective Computing and Intelligent Interaction, ACII 2019
AU - Song, Meishu
AU - Yang, Zijiang
AU - Baird, Alice
AU - Parada-Cabaleiro, Emilia
AU - Zhang, Zixing
AU - Zhao, Ziping
AU - Schuller, Bjorn
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/9
Y1 - 2019/9
N2 - Automatic recognition of frustration, by analysing facial and vocal expressions, can help user experience designers to identify interaction obstacles. To encourage the development of automated systems such as these, we present a novel audiovisual database: the Multimodal Game Frustration Database (MGFD), consisting of ca. 5 hours of audiovisual data, collected from 67 Chinese students speaking in English. For data collection, we developed 'Crazy Trophy', a Wizard-of-Oz voice activated web-game designed with a variety of usability problems and aimed to induce increasing amounts of frustration. We also present a baseline for binary multimodal frustration classification (frustration vs no-frustration). For this, we compare the performance of a conventional method, Support Vector Machine classifier, and a state-of-the-art method utilising Long Short-Term Memory Recurrent Neural Networks (LSTM-RNN), extracting both audio (Mel-frequency Cepstral Coefficients) and video (facial action units) features. Using LSTM-RNN and a feature-based multi-model fusion strategy, the best result acheived for the baseline was 60.3 % UAR. To enable further research in this area, the game ('Crazy Trophy'), the database (MGFD), and the partitioning considered in the presented baseline, are made accessible to the research community.
AB - Automatic recognition of frustration, by analysing facial and vocal expressions, can help user experience designers to identify interaction obstacles. To encourage the development of automated systems such as these, we present a novel audiovisual database: the Multimodal Game Frustration Database (MGFD), consisting of ca. 5 hours of audiovisual data, collected from 67 Chinese students speaking in English. For data collection, we developed 'Crazy Trophy', a Wizard-of-Oz voice activated web-game designed with a variety of usability problems and aimed to induce increasing amounts of frustration. We also present a baseline for binary multimodal frustration classification (frustration vs no-frustration). For this, we compare the performance of a conventional method, Support Vector Machine classifier, and a state-of-the-art method utilising Long Short-Term Memory Recurrent Neural Networks (LSTM-RNN), extracting both audio (Mel-frequency Cepstral Coefficients) and video (facial action units) features. Using LSTM-RNN and a feature-based multi-model fusion strategy, the best result acheived for the baseline was 60.3 % UAR. To enable further research in this area, the game ('Crazy Trophy'), the database (MGFD), and the partitioning considered in the presented baseline, are made accessible to the research community.
KW - Audiovisual database
KW - Frustration recognition
KW - Game interaction
KW - Multimodal analysis
KW - Wizard of Oz
UR - http://www.scopus.com/inward/record.url?scp=85077792372&partnerID=8YFLogxK
U2 - 10.1109/ACII.2019.8925464
DO - 10.1109/ACII.2019.8925464
M3 - Conference contribution
AN - SCOPUS:85077792372
T3 - 2019 8th International Conference on Affective Computing and Intelligent Interaction, ACII 2019
SP - 517
EP - 523
BT - 2019 8th International Conference on Affective Computing and Intelligent Interaction, ACII 2019
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 3 September 2019 through 6 September 2019
ER -