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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The MediaEval 2018 Emotional Impact of Movies Task</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalto University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Capacités</institution>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Ecole Centrale de Lyon</institution>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Emmanuel Dellandréa</institution>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>NICAM</institution>
          ,
          <country country="NL">Netherlands</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Soochow University</institution>
          ,
          <country country="CN">China</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>29</fpage>
      <lpage>31</lpage>
      <abstract>
        <p>This paper provides a description of the MediaEval 2018 “Emotional Impact of Movies task". It continues to build on last year's edition, integrating the feedback of previous participants. The goal is to create systems that automatically predict the emotional impact that video content will have on viewers, in terms of valence, arousal and fear. Here we provide a description of the use case, task challenges, dataset and ground truth, task run requirements and evaluation metrics.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Afective video content analysis aims at the automatic recognition
of emotions elicited by videos. It has a large number of applications,
including mood based personalized content recommendation [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] or
video indexing [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], and eficient movie visualization and browsing
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Beyond the analysis of existing video material, afective
computing techniques can also be used to generate new content, e.g.,
movie summarization [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], or personalized soundtrack
recommendation to make user-generated videos more attractive [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Afective
techniques can also be used to enhance the user engagement with
advertising content by optimizing the way ads are inserted inside
videos [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        While major progress has been achieved in computer vision for
visual object detection, scene understanding and high-level concept
recognition, a natural further step is the modeling and
recognition of afective concepts. This has recently received increasing
interest from research communities, e.g., computer vision, machine
learning, with an overall goal of endowing computers with
humanlike perception capabilities. Thus, this task is proposed to ofer
researchers a place to compare their approaches for the prediction
of the emotional impact of movies. It continues to build on last
year’s edition [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] integrating the feedback of participants. The task
consists of two subtasks, the first one being related to valence and
arousal prediction, and the second one to fear detection.
      </p>
    </sec>
    <sec id="sec-2">
      <title>TASK DESCRIPTION</title>
      <p>
        The task requires participants to deploy multimedia features and
models to automatically predict the emotional impact of movies.
This emotional impact is considered here to be the prediction of
the expected emotion. The expected emotion is the emotion that
the majority of the audience feels in response to the same
content. In other words, the expected emotion is the expected value
of experienced (i.e. induced) emotion in a population. While the
induced emotion is subjective and context dependent, the expected
emotion can be considered objective, as it reflects the more-or-less
unanimous response of a general audience to a given stimulus [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>This year, two scenarios are proposed as subtasks. In both cases,
long movies are considered.</p>
      <p>
        (1) Valence and Arousal prediction: participants’ systems have
to predict a score of expected valence and arousal
continuously (every second) along movies. Valence is defined on a
continuous scale from most negative to most positive
emotions, while arousal is defined continuously from calmest
to most active emotions [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ];
(2) Fear detection: the purpose here is to predict beginning and
ending times of sequences inducing fear in movies. The
targeted use case is the detection of frightening scenes to
help systems protecting children from potentially harmful
video content.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>DATA DESCRIPTION</title>
      <p>
        The dataset used in this task is the LIRIS-ACCEDE dataset1. It
contains videos from a set of 160 professionally made and
amateur movies, shared under Creative Commons licenses that allow
redistribution [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Several movie genres are represented in this
collection of movies such as horror, comedy, drama, action and so on.
Languages are mainly English with a small set of Italian, Spanish,
French and others subtitled in English.
      </p>
      <p>A total of 44 movies (total duration of 15 hours and 20 minutes)
selected from the set of 160 movies are provided as development set
for both subtasks with the annotations according to fear, valence
and arousal. A complementary set of 10 movies (11 hours and 29
minutes) is available for the first subtask with the valence and
arousal annotations.</p>
      <p>The test set consists of 12 other movies selected from the set of
160 movies, for a total duration of 8 hours and 56 minutes.</p>
      <p>
        In addition to the video data, participants are also provided with
general purpose audio and visual content features. To compute
audio features, movies have first been processed to extract
consecutive 5-second segments sliding over the whole movie with a shift
of 1 second. Then, audio features have been extracted from these
segments using openSmile toolbox2 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The default configuration
named “emobase2010.conf" was used. It allows the computation of
1http://liris-accede.ec-lyon.fr
2http://audeering.com/technology/opensmile/
1,582 features, which result from a base of 34 low-level descriptors
(LLD) with 34 corresponding delta coeficients appended, and 21
functionals applied to each of these 68 LLD contours (1,428
features). In addition, 19 functionals are applied to the 4 pitch-based
LLD and their four delta coeficient contours (152 features). Finally
the number of pitch onsets (pseudo syllables) and the total duration
of the input are appended (2 features).
      </p>
      <p>Beyond audio features, for each movie, image frames were
extracted every one second. For each of these images, several general
purpose visual features have been provided. They have been
computed using LIRE library3, except CNN features (VGG16 fc6 layer)
that have been extracted using Matlab Neural Networks toolbox4.
The visual features are the following: Auto Color Correlogram,
Color and Edge Directivity Descriptor, Color Layout, Edge
Histogram, Fuzzy Color and Texture Histogram, Gabor, Joint descriptor
joining CEDD and FCTH in one histogram, Scalable Color, Tamura,
Local Binary Patterns, VGG16 fc6 layer.
4</p>
    </sec>
    <sec id="sec-4">
      <title>GROUND TRUTH</title>
      <p>As mentioned in the previous section, the development set contains
a part that is common to both subtasks with valence, arousal and
fear annotations (44 movies), and an additional part only concerning
the first subtask, with valence and arousal annotations (10 movies).</p>
      <p>For each movie from the development set for the first subtask,
a file is provided containing valence and arousal values for each
second of the movie.</p>
      <p>Moreover, for all movies from the development set for the second
subtask, a file is provided containing the beginning and ending
times of each sequence in the movie inducing fear.
4.1</p>
    </sec>
    <sec id="sec-5">
      <title>Ground Truth for the first subtask</title>
      <p>
        In order to collect continuous valence and arousal annotations, a
total of 28 French participants had to continuously indicate their
level of valence and arousal while watching the movies using a
modified version of the GTrace annotation tool [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and a joystick.
Each annotator continuously annotated one subset of the movies
considering the induced valence and another subset considering
the induced arousal, for a total duration of around 8 hours on 2
days. Thus, each movie has been continuously annotated by three
to five diferent annotators.
      </p>
      <p>
        Then, the continuous valence and arousal annotations from the
participants have been down-sampled by averaging the annotations
over windows of 10 seconds with a shift of 1 second overlap (i.e., 1
value per second) in order to remove the noise due to unintended
movements of the joystick. Finally, these post-processed continuous
annotations have been averaged in order to create a continuous
mean signal of the valence and arousal self-assessments, ranging
from -1 (most negative for valence, most passive for arousal) to +1
(most positive for valence, most active for arousal). The details of
this processing are given in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
3http://www.lire-project.net/
4https://www.mathworks.com/products/neural-network.html
4.2
      </p>
    </sec>
    <sec id="sec-6">
      <title>Ground Truth for the second subtask</title>
      <p>Fear annotations for the second subtask were generated using a
tool specifically designed for the classification of audio-visual
media allowing to perform annotation while watching the movie (at
the same time). The annotations have been realized by two well
experienced team members of NICAM5 both of them trained in
classification of media. Each movie has been annotated by 1
annotator reporting the start and stop times of each sequence in the
movie expected to induce fear.
5
6</p>
    </sec>
    <sec id="sec-7">
      <title>RUN DESCRIPTION</title>
      <p>Participants can submit up to 5 runs for each of the two subtasks,
so 10 runs in total. Models can rely on the features provided by the
organizers or any other external data.</p>
    </sec>
    <sec id="sec-8">
      <title>EVALUATION CRITERIA</title>
      <p>Standard evaluation metrics are used to assess systems performance.
The first subtask can be considered as a regression problem
(estimation of expected valence and arousal scores) while the second
subtask can be seen as a binary classification problem (the video
segment is supposed to induce/not induce fear).</p>
      <p>For the first subtask, the oficial metric is the Mean Square Error
(MSE), which is the common measure generally used to evaluate
regression models. However, to allow a deeper understanding of
systems’ performance, we also consider Pearson’s Correlation
Coeficient. Indeed, MSE is not always suficient to analyze models
eficiency and the correlation may be required to obtain a deeper
performance analysis. As an example, if a large portion of the data
is neutral (i.e., its valence score is close to 0.5) or is distributed
around the neutral score, a uniform model that always outputs 0.5
will result in good MSE performance (low MSE). In this case, the
lack of accuracy of the model will be brought to the fore by the
correlation between the predicted values and the ground truth that
will be also very low.</p>
      <p>For the second subtask, as the goal is to detect time sequences
inducing fear, the oficial metric is the Intersection over Union of
time intervals.
7</p>
    </sec>
    <sec id="sec-9">
      <title>CONCLUSION</title>
      <p>The Emotional Impact of Movies Task provides participants with a
comparative and collaborative evaluation framework for emotional
detection in movies, in terms of valence, arousal and fear. The
LIRIS-ACCEDE dataset has been used as development and test sets.
Details on the methods and results of each individual team can be
found in the papers of the participating teams in the MediaEval
2018 workshop proceedings.</p>
    </sec>
    <sec id="sec-10">
      <title>ACKNOWLEDGMENTS</title>
      <p>This task is supported by the CHIST-ERA Visen project
ANR-12CHRI-0002-04.
5http://www.kijkwijzer.nl/nicam
Emotional Impact of Movies Task</p>
    </sec>
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