Difference between revisions of "FaceAnalysisInVideogames"

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|restopic=Affective Computing And BioSignals;
 
|restopic=Affective Computing And BioSignals;
 
|start=2012/04/15
 
|start=2012/04/15
|end=2012/09/30
+
|end=2014/02/20
|status=Active
+
|status=Closed
 
|level=Bs
 
|level=Bs
 
|type=Thesis
 
|type=Thesis
 
}}
 
}}
 
This project, belonging to the Affective VideoGames research line, is aimed at building a model relating facial expressions and head movements of people playing the vidogame TORCS to their preferences among different game settings. The final aim is to detect from images taken from a camera whether people is enjoying the game experience.
 
This project, belonging to the Affective VideoGames research line, is aimed at building a model relating facial expressions and head movements of people playing the vidogame TORCS to their preferences among different game settings. The final aim is to detect from images taken from a camera whether people is enjoying the game experience.

Latest revision as of 22:37, 28 February 2014

Face analysis in Videogames
Short Description: Analysis of the face of people involved in videogames aimed at identifying the elements that could be used as cues for interest and engagement.
Coordinator: AndreaBonarini (andrea.bonarini@polimi.it)
Tutor: AndreaBonarini (andrea.bonarini@polimi.it)
Collaborator:
Students: DavideTosetti (davide.tosetti@mail.polimi.it)
Research Area: Affective Computing
Research Topic: Affective Computing And BioSignals
Start: 2012/04/15
End: 2014/02/20
Status: Closed
Level: Bs
Type: Thesis

This project, belonging to the Affective VideoGames research line, is aimed at building a model relating facial expressions and head movements of people playing the vidogame TORCS to their preferences among different game settings. The final aim is to detect from images taken from a camera whether people is enjoying the game experience.