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Emotion Recognition for Exergames using Laban Movement Analysis

Published: 06 November 2013 Publication History

Abstract

Exergames do not have the capacity to detect whether the players are really enjoying the game-play. The games are not intelligent enough to detect significant emotional states and adapt accordingly in order to offer a better user experience for the players. We propose a set of body motion features, based on the Effort component of Laban Movement Analysis (LMA), that are used to provide sets of classifiers for emotion recognition in a game scenario for four emotional states:concentration, meditation, excitement and frustration. Experimental results show that, the system is capable of successfully recognizing the four different emotional states at a very high rate.

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Cited By

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  • (2024)Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a surveyThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-023-03068-640:6(4055-4070)Online publication date: 1-Jun-2024
  • (2023)Emotion Expression in Human Body Posture and Movement: A Survey on Intelligible Motion Factors, Quantification and ValidationIEEE Transactions on Affective Computing10.1109/TAFFC.2022.322625214:4(2697-2721)Online publication date: 1-Oct-2023
  • (2023)Modeling Emotion Perception from Body Movements for Human-Machine Interactions Using Laban Movement AnalysisModeling Visual Aesthetics, Emotion, and Artistic Style10.1007/978-3-031-50269-9_18(313-330)Online publication date: 25-Nov-2023
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Information

Published In

cover image ACM Conferences
MIG '13: Proceedings of Motion on Games
November 2013
30 pages
ISBN:9781450325462
DOI:10.1145/2522628
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: 06 November 2013

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Author Tags

  1. Emotion recognition
  2. Exergames
  3. Laban Movement Analysis

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  • Tutorial
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MIG '13
Sponsor:
MIG '13: Motion in Games
November 6 - 8, 2013
Dublin 2, Ireland

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MIG '13 Paper Acceptance Rate -9 of -9 submissions, 100%;
Overall Acceptance Rate -9 of -9 submissions, 100%

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Cited By

View all
  • (2024)Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a surveyThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-023-03068-640:6(4055-4070)Online publication date: 1-Jun-2024
  • (2023)Emotion Expression in Human Body Posture and Movement: A Survey on Intelligible Motion Factors, Quantification and ValidationIEEE Transactions on Affective Computing10.1109/TAFFC.2022.322625214:4(2697-2721)Online publication date: 1-Oct-2023
  • (2023)Modeling Emotion Perception from Body Movements for Human-Machine Interactions Using Laban Movement AnalysisModeling Visual Aesthetics, Emotion, and Artistic Style10.1007/978-3-031-50269-9_18(313-330)Online publication date: 25-Nov-2023
  • (2023)PirouNet: Creating Dance Through Artist-Centric Deep LearningArtsIT, Interactivity and Game Creation10.1007/978-3-031-28993-4_31(447-465)Online publication date: 2-Apr-2023
  • (2022)Self-Updatable Database System Based on Human Motion Assessment FrameworkIEEE Transactions on Circuits and Systems for Video Technology10.1109/TCSVT.2022.317843032:10(7160-7176)Online publication date: Oct-2022
  • (2022)Automated Gestures Recognition in Exergaming2022 International Conference on Electrical Engineering and Sustainable Technologies (ICEEST)10.1109/ICEEST56292.2022.10077853(1-6)Online publication date: 14-Dec-2022
  • (2021)Reactive Virtual AgentsProceedings of the 21st ACM International Conference on Intelligent Virtual Agents10.1145/3472306.3478351(164-166)Online publication date: 14-Sep-2021
  • (2021)Emotion Recognition from 3D Motion Capture Data using Deep CNNs2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619065(1-5)Online publication date: 17-Aug-2021
  • (2020)Affect Recognition using Psychophysiological Correlates in High Intensity VR ExergamingProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376596(1-15)Online publication date: 21-Apr-2020
  • (2020)Reinforcement Learning for Physics-Based Competitive Games2020 International Conference on Innovation and Intelligence for Informatics, Computing and Technologies (3ICT)10.1109/3ICT51146.2020.9311997(1-6)Online publication date: 20-Dec-2020
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