Emotional and Engaging Movie Annotation with Gamification

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Abstract

Entertainment has always been present in human activities, satisfying needs and playing a role in the lives of individuals and communities. In particular, movies have a strong emotional impact on us, with their rich multimedia content and their stories; while games tend to defy and engage us facing challenges and hopefully achieving rewarding experiences and results. In this paper, we present a web application being designed and developed to access movies based on emotional impact, with the focus on the emotional annotation of movies, using different emotional representations, and gamification elements to further engage users in this task, beyond their intrinsic motivation. These annotations can help enriching emotional classification of movies and their impact on users, with machine learning approaches, later helping to find movies based on this impact; and they can also be collected as personal notes like on a journal where users collect the movies they treasure the most, and that they can review and even compare along their journey. We also present a preliminary user evaluation, allowing to assess and learn about its perceived utility, usability and user experience, and to identify most promising features and directions for further improvements and developments.

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APA

Nunes, L., Ribeiro, C., & Chambel, T. (2022). Emotional and Engaging Movie Annotation with Gamification. In Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (Vol. 2, pp. 262–272). Science and Technology Publications, Lda. https://doi.org/10.5220/0010991500003124

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