Spontaneous Emotional Speech Recordings through a Cooperative Online Video Game

Most of emotional speech databases are recorded by actors and some of spontaneous databases are not free of charge. To progress in emotional recognition, it is necessary to carry out a big data acquisition task. The current work gives a methodology to capture spontaneous emotions through a cooperative video game. Our methodology is based on three new concepts: novelty, reproducibility and ubiquity. Moreover, we have developed an experiment to capture spontaneous speech and video recordings in a controlled environment in order to obtain high quality samples.

[1]  Joost Broekens,et al.  Foundations for modelling emotions in game characters: Modelling emotion effects on cognition , 2009, 2009 3rd International Conference on Affective Computing and Intelligent Interaction and Workshops.

[2]  Simon Brown,et al.  Affective gaming: measuring emotion through the gamepad , 2003, CHI Extended Abstracts.

[3]  T. Dalgleish,et al.  Handbook of cognition and emotion , 1999 .

[5]  Gilbert Cockton,et al.  CHI '03 Extended Abstracts on Human Factors in Computing Systems , 2003, CHI 2003.

[6]  Neerincx,et al.  Inducing and measuring emotion through a multiplayer first-person shooter computer game , 2007 .

[7]  Danielle M. Lottridge Emotional response as a measure of human performance , 2008, CHI Extended Abstracts.

[8]  María Victoria Rodellar Biarge,et al.  Towards the search of detection in speech‐relevant features for stress , 2015, Expert Syst. J. Knowl. Eng..

[9]  Karolien Poels,et al.  Characterising and measuring user experiences in digital games , 2007 .

[10]  Guillaume Chanel,et al.  A review of the use of psychophysiological methods in game research , 2011 .

[11]  John H. L. Hansen,et al.  Getting started with SUSAS: a speech under simulated and actual stress database , 1997, EUROSPEECH.

[12]  Alan J. Dix,et al.  Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE) , 2005, DiGRA Conference.

[13]  Agustín Álvarez Marquina,et al.  KPCA vs. PCA Study for an Age Classification of Speakers , 2011, NOLISP.

[14]  Jonathan Frome,et al.  Eight Ways Videogames Generate Emotion , 2007, DiGRA Conference.

[15]  S. Ramakrishnan Recognition of Emotion from Speech: A Review , 2012 .

[16]  Astrid Paeschke,et al.  A database of German emotional speech , 2005, INTERSPEECH.

[17]  Kevin A. Schneider,et al.  Emotional Requirements in Video Games , 2006, 14th IEEE International Requirements Engineering Conference (RE'06).