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Behavior change analysis due to violent video gaming using deep learning models

bracu.type.groupStudent Works
dc.contributor.advisorRhaman, Md. Khalilur
dc.contributor.advisorArko, Sayantan Roy
dc.contributor.authorRahman, Akhlak Ur
dc.contributor.authorRaj, Fahad Khan
dc.contributor.authorAfnan, Monthasir Delwar
dc.contributor.authorRahad, Rakib Hasan
dc.contributor.authorAhmed, Md. Samir Uddin
dc.contributor.departmentDepartment of Computer Science and Engineering
dc.date.accessioned2024-05-19T03:01:01Z
dc.date.available2024-05-19T03:01:01Z
dc.date.copyright©2024
dc.date.issued2024-02
dc.descriptionCataloged from PDF version of thesis.
dc.descriptionIncludes bibliographical references (pages 54-58).
dc.descriptionThis thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science, 2024.en_US
dc.description.abstractIn 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.degreeBachelor of Science in Computer Science
dc.description.statementofresponsibilityAkhlak Ur Rahman
dc.description.statementofresponsibilityFahad Khan Raj
dc.description.statementofresponsibilityMonthasir Delwar Afnan
dc.description.statementofresponsibilityRakib Hasan Rahad
dc.description.statementofresponsibilityMd. Samir Uddin Ahmed
dc.format.extent68 pages
dc.identifier.otherID: 20101422
dc.identifier.otherID: 20101250
dc.identifier.otherID: 20101247
dc.identifier.otherID: 20101010
dc.identifier.otherID: 20101520
dc.identifier.urihttp://hdl.handle.net/10361/22856
dc.language.isoenen_US
dc.publisherBRAC Universityen_US
dc.rightsBrac 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.subjectDeep learningen_US
dc.subjectSpeech emotion recognitionen_US
dc.subjectFacial expression recognitionen_US
dc.subjectBehavior analysisen_US
dc.subjectMachine learningen_US
dc.subjectVideo gamesen_US
dc.subject.lcshHuman-computer interaction
dc.subject.lcshEmotions--Computer simulation
dc.subject.lcshDeep learning (Machine learning)
dc.titleBehavior change analysis due to violent video gaming using deep learning modelsen_US
dc.typeThesisen_US

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