Emotional and Engaging Movie Annotation with Gamification

Lino Nunes, Cláudia Ribeiro, Teresa Chambel

2022

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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Paper Citation


in Harvard Style

Nunes L., Ribeiro C. and Chambel T. (2022). Emotional and Engaging Movie Annotation with Gamification. In Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 2: HUCAPP, ISBN 978-989-758-555-5, pages 262-272. DOI: 10.5220/0010991500003124


in Bibtex Style

@conference{hucapp22,
author={Lino Nunes and Cláudia Ribeiro and Teresa Chambel},
title={Emotional and Engaging Movie Annotation with Gamification},
booktitle={Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 2: HUCAPP,},
year={2022},
pages={262-272},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0010991500003124},
isbn={978-989-758-555-5},
}


in EndNote Style

TY - CONF

JO - Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 2: HUCAPP,
TI - Emotional and Engaging Movie Annotation with Gamification
SN - 978-989-758-555-5
AU - Nunes L.
AU - Ribeiro C.
AU - Chambel T.
PY - 2022
SP - 262
EP - 272
DO - 10.5220/0010991500003124