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Mood metadata for video games and interactive media

机译:电子游戏和互动媒体的情绪元数据

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摘要

Video games are becoming an important part of digital library collections due to increasing popularity and the acknowledgement of their significance as cultural artifacts. In order to support robust search and browse functions, it is imperative to develop a metadata schema to effectively represent this medium. The potential of mood metadata in the domain of video game classification is little explored, despite the value given to it by gamers in user studies. Here, we present a Controlled Vocabulary (CV) for moods related to video games with 17 defined mood terms, equivalent terms, and game examples. This CV will enable catalogers to organize video games by mood, allowing mood to be used for search and collocation. In order to evaluate the applicability of this CV and discover which terms are most relevant for video games, we annotated the mood of a sample collection of 617 video game titles. In this poster, we discuss the issues and challenges we encountered in the creation and evaluation of the current CV and our future research goals.
机译:由于电子游戏日益普及,并认识到它们作为文化文物的重要性,电子游戏已成为数字图书馆收藏的重要组成部分。为了支持强大的搜索和浏览功能,必须开发一个元数据架构以有效地表示这种媒体。尽管游戏者在用户研究中给予了重视,但很少有人探讨情绪元数据在视频游戏分类领域中的潜力。在这里,我们提供了与视频游戏相关的情绪控制词汇(CV),其中包含17种已定义的情绪术语,等效术语和游戏示例。该简历将使编目人员可以按心情组织视频游戏,从而使心情可以用于搜索和搭配。为了评估此CV的适用性并发现与电子游戏最相关的术语,我们注释了617个电子游戏标题的样本集合的含义。在此海报中,我们讨论了在创建和评估当前简历以及未来研究目标时遇到的问题和挑战。

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