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