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This paper introduces Selective Affective Layer Fine-Tuning (SALFT), a method that significantly reduces parameter updates in Video Vision Transformers for recognizing player arousal during gameplay. By selecting layers based on L2-norm changes rather than full fine-tuning, the approach achieves performance comparable to standard methods while updating only about 8% of parameters. The study also incorporates an interpretability technique to trace attention patterns, offering a more transparent view of affective computing models in gaming contexts.
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Emoception: Selective Affective Layer Fine-Tuning of Video Vision Transformers for Player Arousal Change Recognition From Gameplay Footage

arXiv2 min read

arXiv:2610.07603v1 Announce Type: cross Abstract: This article proposes Selective Affective Layer Fine-Tuning (SALFT), an efficient adaptation framework for Video Vision Transformers in player arousal recognition from gameplay. To bypass computationally expensive full fine-tuning, SALFT introduces a selection criterion based on the L2-norm change in layer parameters after brief adaptation, directly measuring representational shifts and providing a more stable basis than gradient-based alternatives. Evaluated via five-fold cross-validation on the Arousal Video Game AnnotatIoN dataset, SALFT achieves performance comparable to full fine-tuning across all games without statistically significant degradation ($p>0.05$), while updating only $\approx$8% of parameters (over 92% reduction). Notably, in one game, SALFT consistently outperforms both full fine-tuning and the best baseline across all metrics and folds, reaching the theoretical minimum p-value (p=0.0625, exact two-sided Wilcoxon signed-rank test). In addition, we introduce an interpretability method to trace attention patterns, enhancing model transparency. These results establish SALFT as an effective and efficient approach for affective game computing.

Abstract:This article proposes Selective Affective Layer Fine-Tuning (SALFT), an efficient adaptation framework for Video Vision Transformers in player arousal recognition from gameplay. To bypass computationally expensive full fine-tuning, SALFT introduces a selection criterion based on the L2-norm change in layer parameters after brief adaptation, directly measuring representational shifts and providing a more stable basis than gradient-based alternatives. Evaluated via five-fold cross-validation on the Arousal Video Game AnnotatIoN dataset, SALFT achieves performance comparable to full fine-tuning across all games without statistically significant degradation ($p>0.05$), while updating only $\approx$8% of parameters (over 92% reduction). Notably, in one game, SALFT consistently outperforms both full fine-tuning and the best baseline across all metrics and folds, reaching the theoretical minimum p-value (p=0.0625, exact two-sided Wilcoxon signed-rank test). In addition, we introduce an interpretability method to trace attention patterns, enhancing model transparency. These results establish SALFT as an effective and efficient approach for affective game computing.

Human-Computer Interaction (cs.HC); Artificial Intelligence (cs.AI); Computer Vision and Pattern Recognition (cs.CV)

arXiv:2610.07603 [cs.HC]

(or arXiv:2610.07603v1 [cs.HC] for this version)

https://doi.org/10.48550/arXiv.2610.07603 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

IEEE Transactions on Games, vol. 18, no. 2, pp. 393-403, June 2026

https://doi.org/10.1109/TG.2026.3691772 Focus to learn more DOI(s) linking to related resources

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Full text under the publisher's open licence · 275 words

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