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Find the Bot!: Gamifying Facial Emotion Recognition for Both Human Training and Machine Learning Data Collection
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dc.contributor.author Yang, Yeonsun -
dc.contributor.author Shin, Ahyeon -
dc.contributor.author Kim, Nayoung -
dc.contributor.author Woo, Huidam -
dc.contributor.author Chung, John Joon Young -
dc.contributor.author Song, Jean Young -
dc.date.accessioned 2025-01-20T17:10:14Z -
dc.date.available 2025-01-20T17:10:14Z -
dc.date.created 2024-06-14 -
dc.date.issued 2024-05-14 -
dc.identifier.isbn 9798400703300 -
dc.identifier.uri http://hdl.handle.net/20.500.11750/57543 -
dc.description.abstract Facial emotion recognition (FER) constitutes an essential social skill for both humans and machines to interact with others. To this end, computer interfaces serve as valuable tools for training individuals to improve FER abilities, while also serving as tools for gathering labels to train FER machine learning datasets. However, existing tools have limitations on the scope and methods of training non-clinical populations and also on collecting labels for machines. In this study, we introduce Find the Bot!, an integrated game that efectively engages the general population to support not only human FER learning on spontaneous expressions but also the collection of reliable judgment-based labels. We incorporated design guidelines from gamification, education, and crowdsourcing literature to engage and motivate players. Our evaluation (N=59) shows that the game encourages players to learn emotional social norms on perceived facial expressions with a high agreement rate, facilitating efective FER learning and reliable label collection all while enjoying gameplay. © 2024 Copyright held by the owner/author(s) -
dc.language English -
dc.publisher Association for Computing Machinery -
dc.relation.ispartof Conference on Human Factors in Computing Systems - Proceedings -
dc.title Find the Bot!: Gamifying Facial Emotion Recognition for Both Human Training and Machine Learning Data Collection -
dc.type Conference Paper -
dc.identifier.doi 10.1145/3613904.3642880 -
dc.identifier.wosid 001266059703026 -
dc.identifier.scopusid 2-s2.0-85194898307 -
dc.identifier.bibliographicCitation Yang, Yeonsun. (2024-05-14). Find the Bot!: Gamifying Facial Emotion Recognition for Both Human Training and Machine Learning Data Collection. ACM Conference on Human Factors in Computing Systems, 1–20. doi: 10.1145/3613904.3642880 -
dc.identifier.url https://programs.sigchi.org/chi/2024/program/content/148164 -
dc.citation.conferenceDate 2024-05-11 -
dc.citation.conferencePlace US -
dc.citation.conferencePlace Honolulu -
dc.citation.endPage 20 -
dc.citation.startPage 1 -
dc.citation.title ACM Conference on Human Factors in Computing Systems -
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송진영
Song, Jean Young송진영

Department of Electrical Engineering and Computer Science

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