2022 10th International Conference on Affective Computing and Intelligent Interaction (ACII) 2022
DOI: 10.1109/acii55700.2022.9953864
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Interpretable Explainability in Facial Emotion Recognition and Gamification for Data Collection

Abstract: Training facial emotion recognition models requires large sets of data and costly annotation processes. To alleviate this problem, we developed a gamified method of acquiring annotated facial emotion data without an explicit labeling effort by humans. The game, which we named Facegame, challenges the players to imitate a displayed image of a face that portrays a particular basic emotion. Every round played by the player creates new data that consists of a set of facial features and landmarks, already annotated… Show more

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Cited by 3 publications
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“…VR provides students with immersive learning experiences and thereby enhancing learning and increasing students' motivation and engagement. Despite these strengths, VR is relatively unexplored in foreign language education studies [4]- [7]. The concept of learning using digital technology has long been designed for the possibility that face-to-face meetings in class cannot be carried out.…”
Section: Introductionmentioning
confidence: 99%
“…VR provides students with immersive learning experiences and thereby enhancing learning and increasing students' motivation and engagement. Despite these strengths, VR is relatively unexplored in foreign language education studies [4]- [7]. The concept of learning using digital technology has long been designed for the possibility that face-to-face meetings in class cannot be carried out.…”
Section: Introductionmentioning
confidence: 99%