TY - GEN
T1 - Emotionalyzer
T2 - 27th International Conference on Enterprise Information Systems, ICEIS 2025
AU - Bravo-Navarro, Rebeca
AU - Pineda-Knox, Luis
AU - Ugarte, Willy
N1 - Publisher Copyright:
© 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
PY - 2025
Y1 - 2025
N2 - In video game development, the play testing phase is crucial for evaluating and optimizing user perception before launch. These tests are often costly and require significant time investment, as they are conducted by experts observing gameplay sessions, which makes capturing real-time data, such as facial and bodily expressions, challenging. Additionally, many independent studies lack the necessary resources to conduct professional testing. Therefore, smaller developers need more cost-effective and time-efficient alternatives to improve their products and streamline the development process. This project aims to develop a real-time facial emotion recognition model using machine learning, which will be integrated into an application that records the player’s emotions during the gameplay session. It seeks to benefit Peruvian indie companies by reducing costs and time associated with traditional testing and providing a more precise and detailed evaluation of the user experience. Additionally, the use of machine learning technology ensures continuous adaptation and progressive improvements in the model over time.
AB - In video game development, the play testing phase is crucial for evaluating and optimizing user perception before launch. These tests are often costly and require significant time investment, as they are conducted by experts observing gameplay sessions, which makes capturing real-time data, such as facial and bodily expressions, challenging. Additionally, many independent studies lack the necessary resources to conduct professional testing. Therefore, smaller developers need more cost-effective and time-efficient alternatives to improve their products and streamline the development process. This project aims to develop a real-time facial emotion recognition model using machine learning, which will be integrated into an application that records the player’s emotions during the gameplay session. It seeks to benefit Peruvian indie companies by reducing costs and time associated with traditional testing and providing a more precise and detailed evaluation of the user experience. Additionally, the use of machine learning technology ensures continuous adaptation and progressive improvements in the model over time.
KW - Facial Emotion Recognition
KW - Gameplay Experience Testing
KW - Human-Computer Interaction
KW - Player Testing
KW - Sentiment Analysis
UR - https://www.scopus.com/pages/publications/105019502730
U2 - 10.5220/0013439400003929
DO - 10.5220/0013439400003929
M3 - Contribución a la conferencia
AN - SCOPUS:105019502730
T3 - International Conference on Enterprise Information Systems, ICEIS - Proceedings
SP - 937
EP - 943
BT - Proceedings of the 27th International Conference on Enterprise Information Systems, ICEIS 2025
A2 - Filipe, Joaquim
A2 - Smialek, Michal
A2 - Brodsky, Alexander
A2 - Hammoudi, Slimane
PB - Science and Technology Publications, Lda
Y2 - 4 April 2025 through 6 April 2025
ER -