Details
Originalsprache | Englisch |
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Titel des Sammelwerks | Proceedings of the 6th ACM International Conference on Image and Video Retrieval, CIVR 2007 |
Seiten | 611-618 |
Seitenumfang | 8 |
Publikationsstatus | Veröffentlicht - 9 Juli 2007 |
Extern publiziert | Ja |
Veranstaltung | 6th ACM International Conference on Image and Video Retrieval, CIVR 2007 - Amsterdam, Niederlande Dauer: 9 Juli 2007 → 11 Juli 2007 |
Publikationsreihe
Name | Proceedings of the 6th ACM International Conference on Image and Video Retrieval, CIVR 2007 |
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Abstract
In this paper, we present an automatic semantic video analysis system to support interdisciplinary research efforts in the field of psychology and media science. The psychological research question studied is whether and how playing violent content in computer games may induce aggression. To investigate this question, the extraction of meaningful content from computer games is required to gain insights into the interrelationship of violent game events and the underlying neurophysiologic basis (brain activity) of a player. Previously, human annotators had to index game content according to the current game state, which is a very time-consuming task. The automatic annotation of a large number of computer game recordings (i.e. videos) speeds up the experimentation process and allows researchers to analyze more experimental data on an objective basis. The proposed computer game video content analysis system for computer games extracts several audiovisual low-level as well as mid-level features and deduces semantic content via a machine learning approach. This system requires manual annotations for a single video only to facilitate the semi-supervised learning process. Finally, human experts are allowed to refine the annotation results via a graphical user interface. Experimental results demonstrate the feasibility of the proposed approach.
ASJC Scopus Sachgebiete
- Ingenieurwesen (insg.)
- Elektrotechnik und Elektronik
- Informatik (insg.)
- Allgemeine Computerwissenschaft
Ziele für nachhaltige Entwicklung
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- Apa
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- BibTex
- RIS
Proceedings of the 6th ACM International Conference on Image and Video Retrieval, CIVR 2007. 2007. S. 611-618 (Proceedings of the 6th ACM International Conference on Image and Video Retrieval, CIVR 2007).
Publikation: Beitrag in Buch/Bericht/Sammelwerk/Konferenzband › Aufsatz in Konferenzband › Forschung › Peer-Review
}
TY - GEN
T1 - Semantic video analysis for psychological research on violence in computer games
AU - Mühling, Markus
AU - Ewerth, Ralph
AU - Stadelmann, Thilo
AU - Freisleben, Bernd
AU - Weber, Rene
AU - Mathiak, Klaus
PY - 2007/7/9
Y1 - 2007/7/9
N2 - In this paper, we present an automatic semantic video analysis system to support interdisciplinary research efforts in the field of psychology and media science. The psychological research question studied is whether and how playing violent content in computer games may induce aggression. To investigate this question, the extraction of meaningful content from computer games is required to gain insights into the interrelationship of violent game events and the underlying neurophysiologic basis (brain activity) of a player. Previously, human annotators had to index game content according to the current game state, which is a very time-consuming task. The automatic annotation of a large number of computer game recordings (i.e. videos) speeds up the experimentation process and allows researchers to analyze more experimental data on an objective basis. The proposed computer game video content analysis system for computer games extracts several audiovisual low-level as well as mid-level features and deduces semantic content via a machine learning approach. This system requires manual annotations for a single video only to facilitate the semi-supervised learning process. Finally, human experts are allowed to refine the annotation results via a graphical user interface. Experimental results demonstrate the feasibility of the proposed approach.
AB - In this paper, we present an automatic semantic video analysis system to support interdisciplinary research efforts in the field of psychology and media science. The psychological research question studied is whether and how playing violent content in computer games may induce aggression. To investigate this question, the extraction of meaningful content from computer games is required to gain insights into the interrelationship of violent game events and the underlying neurophysiologic basis (brain activity) of a player. Previously, human annotators had to index game content according to the current game state, which is a very time-consuming task. The automatic annotation of a large number of computer game recordings (i.e. videos) speeds up the experimentation process and allows researchers to analyze more experimental data on an objective basis. The proposed computer game video content analysis system for computer games extracts several audiovisual low-level as well as mid-level features and deduces semantic content via a machine learning approach. This system requires manual annotations for a single video only to facilitate the semi-supervised learning process. Finally, human experts are allowed to refine the annotation results via a graphical user interface. Experimental results demonstrate the feasibility of the proposed approach.
KW - Computer games
KW - Psychology
KW - Semantic video analysis
UR - http://www.scopus.com/inward/record.url?scp=36849009233&partnerID=8YFLogxK
U2 - 10.1145/1282280.1282367
DO - 10.1145/1282280.1282367
M3 - Conference contribution
AN - SCOPUS:36849009233
SN - 1595937331
SN - 9781595937339
T3 - Proceedings of the 6th ACM International Conference on Image and Video Retrieval, CIVR 2007
SP - 611
EP - 618
BT - Proceedings of the 6th ACM International Conference on Image and Video Retrieval, CIVR 2007
T2 - 6th ACM International Conference on Image and Video Retrieval, CIVR 2007
Y2 - 9 July 2007 through 11 July 2007
ER -