Abstract-In this paper, we present tensor-based linear and nonlinear models for hyperspectral data classification and analysis. By exploiting principles of tensor algebra, we introduce new classification architectures, the weight parameters of which satisfy the rank-1 canonical decomposition property. Then, we propose learning algorithms to train both linear and non-linear classifiers. The advantages of the proposed classification approach are that i) it significantly reduces the number of weight parameters required to train the model (and thus the respective number of training samples), ii) it provides a physical interpretation of model coefficients on the classification output and iii) it retains the spatial and spectral coherency of the input samples. The linear tensor-based model exploits principles of logistic regression assuming the rank-1 canonical decomposition property among its weights. For the non-linear classifier, we propose a modification of a feedforward neural network (FNN), called rank-1 FNN, since its weights satisfy again the rank-1 canonical decomposition property. An appropriate learning algorithm is also proposed to train the network. Experimental results and comparisons with state of the art classification methods, either linear (e.g., Linear SVM) or non-linear (e.g., deep learning) indicates the outperformance of the proposed scheme, especially in cases where a small number of training samples is available.
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address these questions by employing three dissimilar deep convolutional neural network architectures in our attempt to learn the underlying mapping between video streams of gameplay and the player's arousal. We test the algorithms in an annotated dataset of 50 gameplay videos of a survival shooter game and evaluate the deep learned models' capacity to classify high vs low arousal levels. Our key findings with the demanding leave-onevideo-out validation method reveal accuracies of over 78% on average and 98% at best. While this study focuses on games and player experience as a test domain, the findings and methodology are directly relevant to any affective computing area, introducing a general and user-agnostic approach for modeling affect.
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