2021
DOI: 10.1016/j.vrih.2020.10.004
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Frustration recognition from speech during game interaction using wide residual networks

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Cited by 11 publications
(2 citation statements)
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“…Fig. 2), widely utilised in speech emotion recognition [35], were considered appropriate for the purposes of the present study. As a standard procedure in the field, the experiments were carried out in a speaker-independent manner, considering 43 speakers for training, 12 speakers for development (i.e., validation), and 12 speakers for test.…”
Section: Methodsmentioning
confidence: 99%
“…Fig. 2), widely utilised in speech emotion recognition [35], were considered appropriate for the purposes of the present study. As a standard procedure in the field, the experiments were carried out in a speaker-independent manner, considering 43 speakers for training, 12 speakers for development (i.e., validation), and 12 speakers for test.…”
Section: Methodsmentioning
confidence: 99%
“…State-of-the-art deep learning algorithms outperformed classical approaches for call-center anger recognition (Deng et al, 2017). Wizzard-of-Oz setups are a successful method for emotion elicitation, and in Song et al (2021) this method was used to elicit frustration in participants playing a game and recognizing frustration using a range of speech features and deep learning architectures. While in research related to negative emotions the focus and annotation is often perform per person, in our work the focus is on the interaction between subjects and how it evolves.…”
Section: Related Workmentioning
confidence: 99%