To achieve the main objective above, we split the work into four technical work packages (WP2-WP5). WP2 focused on context’s input representations. We investigated the impact of different information modalities on the performance of affect models, including information modalities that correspond to direct users’ measurements, such as physiology and facial images, but also modalities that do not correspond to direct users’ measurements, such as the content of the interaction (e.g. recorded gameplay footage). The latter is very important to mitigate privacy issues inherently related to affect modelling. Finally, we also investigated the degree to which processing information to construct hand-crafted features affect the generality of the derived models of affect. WP3 built on the fact that emotions are subjective and, thus, within any computational process, they should be treated as ordinal variables in an attempt to mitigate subjectivity bias (specificity limitation). We investigated the effect of subjectivity bias and the degree to which it can be mitigated by treating emotions both as nominal (continuous and discrete) and ordinal variables (relative) in affect modelling. WP4 dealt with associating the outcomes of WP2 and WP3 via machine learning. Within this WP we developed models of affect based on different learning paradigms (classification, regression and preference learning) and protocols (supervised, self-supervised). During WP5, we evaluated the performance of affect models based on the outcomes of WP2-WP4. We evaluated the models on real-world as well as digital games affective corpora. Moreover, in collaboration with Massive Entertainment AB, we collected the first large-scale affect corpus of users interacting with commercial standard games. The work conducted during WP2-WP5 resulted in two peer-reviewed journal publications plus one more under revision, eight peer-reviewed conference publications plus one more under review, and one technical report.
During WP6, related to dissemination and communication activities, the Fellow 1) was the main organiser of the first “What’s Next In Affect Modelling?” workshop that took place within the International Conference on Affect Modelling and Intelligent Interaction (ACII 2021 – one of the most important annual meetings for the Affective Computing community). Also, after the successful first event, the Fellow will organise the second workshop in the series within ACII 2022, 2) served as Keynote Speaker at the 1st International Conference on Novelties in Intelligent Digital Systems (NIDS 2021), 3) delivered an invited talk at the University of West Attica on Machine Learning for High-Order Data Analysis, 4) served as a panel member for the UM Grants Week organised by the University of Malta (UM), the Malta Council for Science and Technology (MCST), the European University of the Seas (SEA-EU) and supported by EU Commission, 5) featured in Press Releases in Malta Business Weekly and THINK magazine, 6) delivered lectures for postgraduate IDG courses, and 7) co-supervised two early-stage researchers (PhD students). Finally, he published two journal papers and eight peer-reviewed conference papers under the “Green” open access model.