activity
20192026
most citedThe Arousal video Game AnnotatIoN (AGAIN) Dataset

36 citations · 37 across the 8 of their papers we have counts for

collaborators

12 papers

cs.AI2026★ 1 cited

PREFAB: PREFerence-based Affective Modeling for Low-Budget Self-Annotation

Jaeyoung Moon, Youjin Choi, Yucheon Park +3

Self-annotation is the gold standard for collecting affective state labels in affective computing. Existing methods typically rely on full annotation, requiring users to continuous…

cs.LG2025

Emotions as Ambiguity-aware Ordinal Representations

Jingyao Wu, Matthew Barthet, David Melhart +1

Emotions are inherently ambiguous and dynamic phenomena, yet existing continuous emotion recognition approaches either ignore their ambiguity or treat ambiguity as an independent a…

cs.CV2025

Can Large Language Models Capture Video Game Engagement?

David Melhart, Matthew Barthet, Georgios N. Yannakakis

Can out-of-the-box pretrained Large Language Models (LLMs) detect human affect successfully when observing a video? To address this question, for the first time, we evaluate compre…

cs.HC2023

Affective Game Computing: A Survey

Georgios N. Yannakakis, David Melhart

This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game compu…

cs.HC2023

The Ethics of AI in Games

David Melhart, Julian Togelius, Benedikte Mikkelsen +2

Video games are one of the richest and most popular forms of human-computer interaction and, hence, their role is critical for our understanding of human behaviour and affect at a…

cs.HC2021

Towards General Models of Player Experience: A Study Within Genres

David Melhart, Antonios Liapis, Georgios N. Yannakakis

To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across th…

cs.HC2021

Privileged Information for Modeling Affect In The Wild

Konstantinos Makantasis, David Melhart, Antonios Liapis +1

A key challenge of affective computing research is discovering ways to reliably transfer affect models that are built in the laboratory to real world settings, namely in the wild.…

cs.HC2021★ 36 cited

The Arousal video Game AnnotatIoN (AGAIN) Dataset

David Melhart, Antonios Liapis, Georgios N. Yannakakis

How can we model affect in a general fashion, across dissimilar tasks, and to which degree are such general representations of affect even possible? To address such questions and e…

cs.HC2020

Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch

David Melhart, Daniele Gravina, Georgios N. Yannakakis

Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the ga…

cs.AI2020

I Feel I Feel You: A Theory of Mind Experiment in Games

David Melhart, Georgios N. Yannakakis, Antonios Liapis

In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the reco…

cs.HC2019

PAGAN: Video Affect Annotation Made Easy

David Melhart, Antonios Liapis, Georgios N. Yannakakis

How could we gather affect annotations in a rapid, unobtrusive, and accessible fashion? How could we still make sure that these annotations are reliable enough for data-hungry affe…

cs.LG2019

Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division

David Melhart, Ahmad Azadvar, Alessandro Canossa +2

Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above que…