Video Game

Internet-of-Things (IoT) technology such as Surveillance cameras are becoming a widespread feature of citizens' life. At the same time, the fear of crime in public spaces (e.g., terrorism) is ever-present and increasing but currently only a small number of studies researched automatic recognition of criminal incidents featuring artificial intelligence (AI), e.g., based on deep learning and computer vision. This is due to the fact that little to none real data is available due to legal and privacy regulations. Consequently, it is not possible to train and test deep learning models.

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We present our FEEL (Force, EEG and Emotion-Labelled) dataset, a collection of brain activity, and keypress force data, labelled with self-reported emotion during tense videogame play (N=16).

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