Real time facial expression recognition in video using support vector machines
Proceedings of the 5th international conference on Multimodal interfaces
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EMPATH: A Neural Network that Categorizes Facial Expressions
Journal of Cognitive Neuroscience
The FaceReader: measuring instant fun of use
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Recognising facial expressions in video sequences
Pattern Analysis & Applications
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Deformable Model Fitting by Regularized Landmark Mean-Shift
International Journal of Computer Vision
Data cracker: developing a visual game analytic tool for analyzing online gameplay
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
A deeper look at the use of telemetry for analysis of player behavior in RTS games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Proceedings of the Workshop at SIGGRAPH Asia
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Current quantitative methods of measuring player experience in games are mostly intrusive to play and less suited to natural, non-laboratory play environments. This paper presents an initial study to validate the feasibility of using facial expressions analysis for evaluating player experiences. It builds on a prior position that video-based computer vision techniques can provide a less intrusive and more versatile solution for automatic evaluation of game user experiences. A user study was performed on an initial group of participants in a first-person puzzle shooter game (Portal 2) and a social drawing trivia game (Draw My Thing), and the results are shown to support our position.