Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri

Computer games can be define as a form of interactive entertainment that played on a personal computer where players must overcome challenges, by taking actions in order to succeed. A large number of computer games are available on market but sufferred on market loss. Many computer games player comp...

وصف كامل

محفوظ في:
التفاصيل البيبلوغرافية
المؤلف الرئيسي: Muhamad Shukri, Muhamad Nur Adhwa
التنسيق: أطروحة
اللغة:English
منشور في: 2017
الموضوعات:
الوصول للمادة أونلاين:https://ir.uitm.edu.my/id/eprint/69152/1/69152.pdf
الوسوم: إضافة وسم
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id my-uitm-ir.69152
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spelling my-uitm-ir.691522022-10-31T08:57:55Z Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri 2017 Muhamad Shukri, Muhamad Nur Adhwa Game theory Instruments and machines Electronic Computers. Computer Science Programming. Rule-based programming. Backtrack programming Computer software Configuration management Neural networks (Computer science) Algorithms Interactive computer systems Computer games can be define as a form of interactive entertainment that played on a personal computer where players must overcome challenges, by taking actions in order to succeed. A large number of computer games are available on market but sufferred on market loss. Many computer games player complaints regarding false advertising of computer games because the review, rating, gametags, and footage shown at demo stage, was not representative of the actual product. The idea present in applicationbased regarding how computer game can effect player emotion to support other methodology in marketing sales known as “Emotion Level” to solve the problem. The application has been developed in Python as an in-game application that automatically recognize six basic human emotions, which are anger, disgust, happiness, surprise, fear, and sadness in real time video within a computer game and show the percentage of the emotions at end of the computer game session. The technique used to recognize human emotions is an AdaBoost algorithm as classifier. The usability test are conducted on students in UiTM(T) Kuala Terengganu to make sure the application is meet requirement. This application focusing on developing further implementation of human emotions recognition so that it will be more efficient and effective to be use in the future. In conclusion, this application was developed in order to help computer games player make the best decision before purchasing a computer game on market. The paper discuss a detailed analysis of the project. 2017 Thesis https://ir.uitm.edu.my/id/eprint/69152/ https://ir.uitm.edu.my/id/eprint/69152/1/69152.pdf text en public degree Universiti Teknologi MARA, Terengganu Faculty of Computer and Mathematical Sciences Jantan, Hamidah
institution Universiti Teknologi MARA
collection UiTM Institutional Repository
language English
advisor Jantan, Hamidah
topic Game theory
Instruments and machines
Game theory
Game theory
Computer software
Configuration management
Neural networks (Computer science)
Algorithms
Interactive computer systems
spellingShingle Game theory
Instruments and machines
Game theory
Game theory
Computer software
Configuration management
Neural networks (Computer science)
Algorithms
Interactive computer systems
Muhamad Shukri, Muhamad Nur Adhwa
Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri
description Computer games can be define as a form of interactive entertainment that played on a personal computer where players must overcome challenges, by taking actions in order to succeed. A large number of computer games are available on market but sufferred on market loss. Many computer games player complaints regarding false advertising of computer games because the review, rating, gametags, and footage shown at demo stage, was not representative of the actual product. The idea present in applicationbased regarding how computer game can effect player emotion to support other methodology in marketing sales known as “Emotion Level” to solve the problem. The application has been developed in Python as an in-game application that automatically recognize six basic human emotions, which are anger, disgust, happiness, surprise, fear, and sadness in real time video within a computer game and show the percentage of the emotions at end of the computer game session. The technique used to recognize human emotions is an AdaBoost algorithm as classifier. The usability test are conducted on students in UiTM(T) Kuala Terengganu to make sure the application is meet requirement. This application focusing on developing further implementation of human emotions recognition so that it will be more efficient and effective to be use in the future. In conclusion, this application was developed in order to help computer games player make the best decision before purchasing a computer game on market. The paper discuss a detailed analysis of the project.
format Thesis
qualification_level Bachelor degree
author Muhamad Shukri, Muhamad Nur Adhwa
author_facet Muhamad Shukri, Muhamad Nur Adhwa
author_sort Muhamad Shukri, Muhamad Nur Adhwa
title Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri
title_short Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri
title_full Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri
title_fullStr Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri
title_full_unstemmed Human emotion recognition for computer games player using AdaBoost algorithm / Muhamad Nur Adhwa Muhamad Shukri
title_sort human emotion recognition for computer games player using adaboost algorithm / muhamad nur adhwa muhamad shukri
granting_institution Universiti Teknologi MARA, Terengganu
granting_department Faculty of Computer and Mathematical Sciences
publishDate 2017
url https://ir.uitm.edu.my/id/eprint/69152/1/69152.pdf
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