Behavior change analysis due to violent video gaming using deep learning models
| bracu.type.group | Student Works | |
| 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.contributor.department | Department of Computer Science and Engineering | |
| 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.description | Cataloged from PDF version of thesis. | |
| dc.description | Includes bibliographical references (pages 54-58). | |
| 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.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.degree | Bachelor of Science in Computer Science | |
| 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.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.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 |
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