Descripción
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Most of emotional speech databases are recorded by actors and some of spontaneous databases are not free of charge. To progress in emotional recognition, it is necessary to carry out a big data acquisition task. The current work gives a methodology to capture spontaneous emotions through a cooperative video game. Our methodology is based on three new concepts: novelty, reproducibility and ubiquity. Moreover, we have developed an experiment to capture spontaneous speech and video recordings in a controlled environment in order to obtain high quality samples. | |
Internacional
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No |
Nombre congreso
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CoSECiVi 2015: II Congreso de la Sociedad Española para las Ciencias del Videojuego |
Tipo de participación
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960 |
Lugar del congreso
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Barcelona |
Revisores
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Si |
ISBN o ISSN
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1613-0073 |
DOI
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Fecha inicio congreso
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24/06/2015 |
Fecha fin congreso
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24/06/2015 |
Desde la página
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122 |
Hasta la página
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130 |
Título de las actas
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Proceedings of CoSECiVi 2015 |