Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
Popular comments suggest that continuous exposure of children and adolescents to video games yields a non-benefit behavior in the players’ mental health. Contrarily, several studies have proven that commercial and serious games improve mental activity; some are used in treating psychologi...
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| Main Authors: | , , , |
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| Format: | Article |
| Language: | English |
| Published: |
IEEE
2024-01-01
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| Series: | IEEE Access |
| Subjects: | |
| Online Access: | https://ieeexplore.ieee.org/document/10496111/ |
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