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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 Field | Value | Language |
|---|---|---|
| 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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- Song, Jean Young송진영
-
Department of Electrical Engineering and Computer Science
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