M-GWAP is a multimodal game with a purpose of that leverages on the wisdom of crowds phenomenon for the annotation of multimedia data in terms of mental states. This game with a purpose is developed in WordPress to allow users implementing the game without programming skills. The game adopts motivational strategies for the player to remain engaged, such as a score system, text motivators while playing, a ranking system to foster competition and mechanics for identify building. The current version of the game was deployed after alpha and beta testing helped refining the game accordingly.
Achieving advancements in automatic recognition of emotions that music can induce require considering multiplicity and simultaneity of emotions. Comparison of different machine learning algorithms performing multilabel and multiclass classification is the core of our work. The study analyzes the implementation of the Geneva Emotional Music Scale 9 in the Emotify music dataset and the data distribution. The research goal is the identification of best methods towards the definition of the audio component of a new a new multimodal dataset for music emotion recognition.
The present methodology is aimed at cross-modal machine learning and uses multidisciplinary tools and methods drawn from a broad range of areas and disciplines, including music, systematic musicology, dance, motion capture, human-computer interaction, computational linguistics and audio signal processing. Main tasks include: (1) adapting wisdom-of-the-crowd approaches to embodiment in music and dance performance to create a dataset of music and music lyrics that covers a variety of emotions, (2) applying audio/language-informed machine learning techniques to that dataset to identify automatically the emotional content of the music and the lyrics, and (3) integrating motion capture data from a Vicon system and dancers performing on that music.