Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2019
DOI: 10.1145/3311350.3347197
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Recognizing Emotional Expression in Game Streams

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Cited by 4 publications
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“…Word and emote embedding vectors are averaged for the chat content model used for input features. For the visual content model, we extract features for each frame using the Visual Geometry Group network(VGGnet) [46], which has been widely used in the recent literature as in [47,48], with 16 layers that were pre-trained on ImageNet and averaged the features for logistic regression input.…”
Section: Feature-based Modelsmentioning
confidence: 99%
“…Word and emote embedding vectors are averaged for the chat content model used for input features. For the visual content model, we extract features for each frame using the Visual Geometry Group network(VGGnet) [46], which has been widely used in the recent literature as in [47,48], with 16 layers that were pre-trained on ImageNet and averaged the features for logistic regression input.…”
Section: Feature-based Modelsmentioning
confidence: 99%