dc.contributor.advisor | Rhaman, Md. Khalilur | |
dc.contributor.advisor | Arko, Sayantan Roy | |
dc.contributor.author | Rahman, Akhlak Ur | |
dc.contributor.author | Raj, Fahad Khan | |
dc.contributor.author | Afnan, Monthasir Delwar | |
dc.contributor.author | Rahad, Rakib Hasan | |
dc.contributor.author | Ahmed, Md. Samir Uddin | |
dc.date.accessioned | 2024-05-19T03:01:01Z | |
dc.date.available | 2024-05-19T03:01:01Z | |
dc.date.copyright | ©2024 | |
dc.date.issued | 2024-02 | |
dc.identifier.other | ID: 20101422 | |
dc.identifier.other | ID: 20101250 | |
dc.identifier.other | ID: 20101247 | |
dc.identifier.other | ID: 20101010 | |
dc.identifier.other | ID: 20101520 | |
dc.identifier.uri | http://hdl.handle.net/10361/22856 | |
dc.description | This thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science, 2024. | en_US |
dc.description | Cataloged from PDF version of thesis. | |
dc.description | Includes bibliographical references (pages 54-58). | |
dc.description.abstract | In the 21st century, technology has advanced at such a wondrous rate that people
resort to this developed medium to carry out most of their tasks, from household
chores to daily necessities and almost everything else. People of almost all ages
resort to technology to pass their leisure time, and gaming is prevalent among everyone.
However, this gaming behavior, whether in online, multiplayer, or single player
mode, has significant behavioral changes, both negatively and positively. A
significant amount of research was conducted from the early stage of video gaming.
After the development of machine learning and deep learning, these techniques were
used to predict emotions. Employing a unique approach, a vast amount of YouTube
videos were collected from different online gaming streamers and then image and audio
datasets comprising hundreds of those videos immersed in these intense gaming
sessions were created. By using Facial Expression Recognition (FER) and Speech
Emotion Recognition (SER) techniques, an approach was made to find a pattern
of behavior change during gaming and over time. For FER, various models were
used. Also, different models for SER were used. Some of the best models were
used to perform prediction on the image and audio data that we had extracted from
the videos. This research contributes significant insights into a player’s emotional
change while playing video games. | en_US |
dc.description.statementofresponsibility | Akhlak Ur Rahman | |
dc.description.statementofresponsibility | Fahad Khan Raj | |
dc.description.statementofresponsibility | Monthasir Delwar Afnan | |
dc.description.statementofresponsibility | Rakib Hasan Rahad | |
dc.description.statementofresponsibility | Md. Samir Uddin Ahmed | |
dc.format.extent | 68 pages | |
dc.language.iso | en | en_US |
dc.publisher | Brac University | en_US |
dc.rights | Brac University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. | |
dc.subject | Deep learning | en_US |
dc.subject | Speech emotion recognition | en_US |
dc.subject | Facial expression recognition | en_US |
dc.subject | Behavior analysis | en_US |
dc.subject | Machine learning | en_US |
dc.subject | Video games | en_US |
dc.subject.lcsh | Human-computer interaction | |
dc.subject.lcsh | Emotions--Computer simulation | |
dc.subject.lcsh | Deep learning (Machine learning) | |
dc.title | Behavior change analysis due to violent video gaming using deep learning models | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | Department of Computer Science and Engineering, Brac University | |
dc.description.degree | B.Sc in Computer Science | |