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Mood metadata for video games and interactive media

机译:用于视频游戏和互动媒体的情绪元数据

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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:由于越来越受欢迎和对文化伪影的重要性,视频游戏正在成为数字图书馆收集的重要组成部分。为了支持强大的搜索和浏览功能,必须开发元数据模式以有效代表该媒体。尽管在用户学习中的游戏玩家提供了价值,但视频游戏分类领域的情绪元数据的潜力几乎没有探索。在这里,我们提出了一个受控词汇(CV),用于与带有17个定义的情绪术语,等同项和游戏示例的视频游戏相关的情绪。此CV将使目录人能够通过情绪组织视频游戏,允许心情用于搜索和搭配。为了评估这种简历的适用性和发现哪种术语与视频游戏最相关,我们注释了617个视频游戏标题的样本集合的情绪。在这篇海报中,我们讨论了在目前的简历和我们未来的研究目标中遇到的问题和挑战。

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