The increasing growth in video games industry raises the need for automated content curation and age rating. No solutions for this problem were found in the literature. In this work we attempt to solve the problem using deep neural networks. A data set for this problem was created. It contains over a thousand different video games, 11 thousand video excerpts, text descriptions, PEGI and ESRB ratings and other meta data. Based on the literature solving similar classification problems (violence detection in videos, gunshot sound detection in sound, etc.), we created more than 12 neural networks. Networks showing the best accuracy were further composed using different methods, thus making classification consider all available data – video fram...
OBJECTIVE. To protect minors from exposure to video games with objectionable content (eg, violence a...
Recently, researchers have turned their focus to predicting the age of people since numerous applica...
11th IEEE International Conference on Semantic Computing (2017 : San Diego, CA)As one of the powerfu...
Video games industry represents one of the most profitable activities connected with entertainment a...
The film industry brings thousands of films to life every year. Not all of them are suitable for eve...
Video games industry represents one of the most profitable activity connected with entertainment and...
In the digital world, the Internet and online media especially video media are convenient and easy t...
The negative effects of playing digital game with harmful content demonstrate that children indeed ...
Research on facial image age estimation has become popular in recent years due to its possible real-...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
Rating a video based on its content is an important step for classifying video age categories. Movie...
Age and gender classification has become relevant to an increasing amount of applications, particula...
Video streaming services has dominated the growth of Internet traffic, which accounts for more than ...
Inappropriate visual content on the internet has spread everywhere, and thus children are exposed un...
OBJECTIVE. To protect minors from exposure to video games with objectionable content (eg, violence a...
Recently, researchers have turned their focus to predicting the age of people since numerous applica...
11th IEEE International Conference on Semantic Computing (2017 : San Diego, CA)As one of the powerfu...
Video games industry represents one of the most profitable activities connected with entertainment a...
The film industry brings thousands of films to life every year. Not all of them are suitable for eve...
Video games industry represents one of the most profitable activity connected with entertainment and...
In the digital world, the Internet and online media especially video media are convenient and easy t...
The negative effects of playing digital game with harmful content demonstrate that children indeed ...
Research on facial image age estimation has become popular in recent years due to its possible real-...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
Rating a video based on its content is an important step for classifying video age categories. Movie...
Age and gender classification has become relevant to an increasing amount of applications, particula...
Video streaming services has dominated the growth of Internet traffic, which accounts for more than ...
Inappropriate visual content on the internet has spread everywhere, and thus children are exposed un...
OBJECTIVE. To protect minors from exposure to video games with objectionable content (eg, violence a...
Recently, researchers have turned their focus to predicting the age of people since numerous applica...
11th IEEE International Conference on Semantic Computing (2017 : San Diego, CA)As one of the powerfu...