Classificação de Gamers por Padrões em suas Expressões Faciais

  • Nicolau Calado Jofilsan Universidade de Pernambuco
  • Sidney Marlon Lopes de Lima Universidade Federal de Pernambuco
  • Renan Costa Alencar Universidade de Pernambuco
  • Sthéfano Henrique M. Tavares Silva Universidade de Pernambuco
  • João Victor Oliveira de Albuquerque Universidade de Pernambuco
  • Odilon Herculano Soares Filho Universidade de Pernambuco
  • Alexandre Magno Andrade Maciel Universidade de Pernambuco
  • Wellington Pinheiro dos Santos Universidade de Pernambuco

Resumo


Este trabalho apresenta como principais contribuições um modelo de mineração dos dados das expressões faciais de jogadores de jogos digitais e o agrupamento desses jogadores por padrões. A base de dados autoral foi gerada utilizando um sistema de visão computacional capaz de auditar reações emocionais contendo um híbrido de sentimentos. As técnicas de mineração utilizadas foram aplicadas nos dados com as variações das 6 emoções básicas felicidade, tristeza, medo, surpresa, raiva e nojo, coletados durante o uso dos jogos, e nos questionários respondidos depois do uso desses mesmos jogos. Após a extração e o tratamento desses dados, foi possível agrupar os jogadores de acordo com padrões em suas expressões faciais e com as respostas dos questionários. Por fim, como forma de visualização de cada grupo de jogadores, os resultados gerados a partir dos centroides, após equalizados de acordo com o histograma dos valores das suas 6 emoções básicas, foram inseridos em um simulador de expressões faciais.

Palavras-chave: Computação Afetiva, Jogos Digitais, Interação Humano Computador, Mineração de Dados, Reconhecimento de Padrões

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Publicado
18/10/2021
JOFILSAN, Nicolau Calado; LIMA, Sidney Marlon Lopes de; ALENCAR, Renan Costa; SILVA, Sthéfano Henrique M. Tavares; ALBUQUERQUE, João Victor Oliveira de; SOARES FILHO, Odilon Herculano; MACIEL, Alexandre Magno Andrade; SANTOS, Wellington Pinheiro dos. Classificação de Gamers por Padrões em suas Expressões Faciais. In: TRILHA DE INDÚSTRIA – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 796-805. DOI: https://doi.org/10.5753/sbgames_estendido.2021.21516.