Analyzing emotion patterns in gaming using CNNs on facial and vocal features

bracu.type.groupResearch Publications
datacite.rightsMetadata Only
dc.contributor.authorRaj, Fahad Khan
dc.contributor.authorRahad, Rakib Hasan
dc.contributor.authorAfnan, Monthasir Delwar
dc.contributor.authorUr Rahman, Akhlak
dc.contributor.authorAhmed, Md. Samir Uddin
dc.contributor.authorRhaman, Md. Khalilur
dc.contributor.authorAlam, Md. Golam Rabiul
dc.contributor.departmentDepartment of Computer Science and Engineering
dc.date.accessioned2026-08-19T07:50:39Z
dc.date.available2026-08-19T07:50:39Z
dc.date.issued2025-01-01
dc.description.abstractPeople of different ages frequently use technology for leisure activities, and gaming is a common pastime for many. However, playing video games may cause significant changes in behavior, both positive and negative. Research into those changes has been ongoing for a long time. Most of the research was conducted using sophisticated medical environments. We propose a multimodal CNN-based approach to observe emotional changes in players using facial and speech cues extracted from gameplay video frames. A vast number of YouTube videos were collected from different online gaming streamers, and then image and audio datasets comprising hundreds of those videos were created. Utilizing Facial Expression Recognition (FER) and Speech Emotion Recognition (SER) methodologies, our objective was to identify patterns of behavioral changes during gaming sessions and longitudinally. Multiple models were employed for both SER and FER. For FER, DenseNet121 was fine-tuned and achieved the best performance, and for SER, a custom CNN architecture, specifically optimized for speech features like MFCCs and spectrograms, was developed and outperformed other SER models. In our research, we established the effectiveness of our approach in discerning patterns associated with behavioral changes.
dc.description.versionPublished
dc.format.extent6 pages
dc.identifier.citationF. K. Raj et al., "Analyzing Emotion Patterns in Gaming Using CNNs on Facial and Vocal Features," 2025 IEEE 7th International Conference on Sustainable Technologies For Industry 5.0 (STI), Dhaka, Bangladesh, 2025, pp. 1-6, doi: 10.1109/STI69347.2025.11367592.
dc.identifier.doi10.1109/STI69347.2025.11367592
dc.identifier.issn9798331583101
dc.identifier.other2-s2.0-105033962625
dc.identifier.urihttps://hdl.handle.net/10361/29333
dc.language.isoen_US
dc.publisherInstitute of Electrical and Electronics Engineers Inc.
dc.relation.hasversion10.1109/STI69347.2025.11367592
dc.relation.ispartof2025 IEEE 7th International Conference on Sustainable Technologies for Industry 5 0 Sti 2025
dc.relation.ispartofseries2025 IEEE 7th International Conference on Sustainable Technologies for Industry 5 0 Sti 2025
dc.relation.urihttps://ieeexplore.ieee.org/document/11367592
dc.rightsfalse
dc.subjectBehavior analysis
dc.subjectDL algorithms
dc.subjectFacial expression recognition
dc.subjectML algorithms
dc.subjectMultimodal emotion recognition
dc.subjectSpeech emotion recognition
dc.subjectVideo games
dc.subject.lcshPsychology.
dc.subject.lcshEmotion recognition.
dc.subject.lcshMachine learning.
dc.titleAnalyzing emotion patterns in gaming using CNNs on facial and vocal features
dc.typeConference Proceeding
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.identifier.scopus-author-id60536413500
person.identifier.scopus-author-id60535646800
person.identifier.scopus-author-id60535646900
person.identifier.scopus-author-id60535647000
person.identifier.scopus-author-id60536413600
person.identifier.scopus-author-id26639807800
person.identifier.scopus-author-id26434126600

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