Predicting game-induced emotions using EEG, data mining and machine learning
Background Emotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human physiological signals, has been emphasized by most researchers in emotion recognition as its specific properties are closely associated with human...
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| Veröffentlicht in: | Bulletin of the National Research Centre Jg. 48; H. 1; S. 57 - 10 |
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| Sprache: | Englisch |
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Berlin/Heidelberg
Springer Berlin Heidelberg
01.12.2024
Springer Nature B.V SpringerOpen |
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| ISSN: | 2522-8307, 2522-8307 |
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| Abstract | Background
Emotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human physiological signals, has been emphasized by most researchers in emotion recognition as its specific properties are closely associated with human emotion. However, the number of human emotion recognition studies using computer games as stimuli is still insufficient as there were no relevant publicly available datasets provided in the past decades. Most of the recent studies using the Gameemo public dataset have not clarified the relationship between the EEG signal’s changes and the emotion elicited using computer games. Thus, this paper is proposed to introduce the use of data mining techniques in investigating the relationships between the frequency changes of EEG signals and the human emotion elicited when playing different kinds of computer games. The data acquisition stage, data pre-processing, data annotation and feature extraction stage were designed and conducted in this paper to obtain and extract the EEG features from the Gameemo dataset. The cross-subject and subject-based experiments were conducted to evaluate the classifiers’ performance. The top 10 association rules generated by the RCAR classifier will be examined to determine the possible relationship between the EEG signal's frequency changes and game-induced emotions.
Results
The RCAR classifier constructed for cross-subject experiment achieved highest accuracy, precision, recall and F1-score evaluated with over 90% in classifying the HAPV, HANV and LANV game-induced emotions. The 20 experiment cases’ results from subject-based experiments supported that the SVM classifier could accurately classify the 4 emotion states with a kappa value over 0.62, demonstrating the SVM-based algorithm’s capabilities in precisely determining the emotion label for each participant’s EEG features’ instance.
Conclusion
The findings in this study fill the existing gap of game-induced emotion recognition field by providing an in-depth evaluation on the ruleset algorithm’s performance and feasibility of applying the generated rules on the game-induced EEG data for justifying the emotional state prediction result. |
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| AbstractList | Background
Emotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human physiological signals, has been emphasized by most researchers in emotion recognition as its specific properties are closely associated with human emotion. However, the number of human emotion recognition studies using computer games as stimuli is still insufficient as there were no relevant publicly available datasets provided in the past decades. Most of the recent studies using the Gameemo public dataset have not clarified the relationship between the EEG signal’s changes and the emotion elicited using computer games. Thus, this paper is proposed to introduce the use of data mining techniques in investigating the relationships between the frequency changes of EEG signals and the human emotion elicited when playing different kinds of computer games. The data acquisition stage, data pre-processing, data annotation and feature extraction stage were designed and conducted in this paper to obtain and extract the EEG features from the Gameemo dataset. The cross-subject and subject-based experiments were conducted to evaluate the classifiers’ performance. The top 10 association rules generated by the RCAR classifier will be examined to determine the possible relationship between the EEG signal's frequency changes and game-induced emotions.
Results
The RCAR classifier constructed for cross-subject experiment achieved highest accuracy, precision, recall and F1-score evaluated with over 90% in classifying the HAPV, HANV and LANV game-induced emotions. The 20 experiment cases’ results from subject-based experiments supported that the SVM classifier could accurately classify the 4 emotion states with a kappa value over 0.62, demonstrating the SVM-based algorithm’s capabilities in precisely determining the emotion label for each participant’s EEG features’ instance.
Conclusion
The findings in this study fill the existing gap of game-induced emotion recognition field by providing an in-depth evaluation on the ruleset algorithm’s performance and feasibility of applying the generated rules on the game-induced EEG data for justifying the emotional state prediction result. Abstract Background Emotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human physiological signals, has been emphasized by most researchers in emotion recognition as its specific properties are closely associated with human emotion. However, the number of human emotion recognition studies using computer games as stimuli is still insufficient as there were no relevant publicly available datasets provided in the past decades. Most of the recent studies using the Gameemo public dataset have not clarified the relationship between the EEG signal’s changes and the emotion elicited using computer games. Thus, this paper is proposed to introduce the use of data mining techniques in investigating the relationships between the frequency changes of EEG signals and the human emotion elicited when playing different kinds of computer games. The data acquisition stage, data pre-processing, data annotation and feature extraction stage were designed and conducted in this paper to obtain and extract the EEG features from the Gameemo dataset. The cross-subject and subject-based experiments were conducted to evaluate the classifiers’ performance. The top 10 association rules generated by the RCAR classifier will be examined to determine the possible relationship between the EEG signal's frequency changes and game-induced emotions. Results The RCAR classifier constructed for cross-subject experiment achieved highest accuracy, precision, recall and F1-score evaluated with over 90% in classifying the HAPV, HANV and LANV game-induced emotions. The 20 experiment cases’ results from subject-based experiments supported that the SVM classifier could accurately classify the 4 emotion states with a kappa value over 0.62, demonstrating the SVM-based algorithm’s capabilities in precisely determining the emotion label for each participant’s EEG features’ instance. Conclusion The findings in this study fill the existing gap of game-induced emotion recognition field by providing an in-depth evaluation on the ruleset algorithm’s performance and feasibility of applying the generated rules on the game-induced EEG data for justifying the emotional state prediction result. BackgroundEmotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human physiological signals, has been emphasized by most researchers in emotion recognition as its specific properties are closely associated with human emotion. However, the number of human emotion recognition studies using computer games as stimuli is still insufficient as there were no relevant publicly available datasets provided in the past decades. Most of the recent studies using the Gameemo public dataset have not clarified the relationship between the EEG signal’s changes and the emotion elicited using computer games. Thus, this paper is proposed to introduce the use of data mining techniques in investigating the relationships between the frequency changes of EEG signals and the human emotion elicited when playing different kinds of computer games. The data acquisition stage, data pre-processing, data annotation and feature extraction stage were designed and conducted in this paper to obtain and extract the EEG features from the Gameemo dataset. The cross-subject and subject-based experiments were conducted to evaluate the classifiers’ performance. The top 10 association rules generated by the RCAR classifier will be examined to determine the possible relationship between the EEG signal's frequency changes and game-induced emotions.ResultsThe RCAR classifier constructed for cross-subject experiment achieved highest accuracy, precision, recall and F1-score evaluated with over 90% in classifying the HAPV, HANV and LANV game-induced emotions. The 20 experiment cases’ results from subject-based experiments supported that the SVM classifier could accurately classify the 4 emotion states with a kappa value over 0.62, demonstrating the SVM-based algorithm’s capabilities in precisely determining the emotion label for each participant’s EEG features’ instance.ConclusionThe findings in this study fill the existing gap of game-induced emotion recognition field by providing an in-depth evaluation on the ruleset algorithm’s performance and feasibility of applying the generated rules on the game-induced EEG data for justifying the emotional state prediction result. |
| ArticleNumber | 57 |
| Author | Teo, Jason Lim, Min Xuan |
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Emotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human... BackgroundEmotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the human... Abstract Background Emotion is a complex phenomenon that greatly affects human behavior and thinking in daily life. Electroencephalography (EEG), one of the... |
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| SubjectTerms | Agriculture Algorithms Annotations Classification Classifiers Computer & video games Data acquisition Data mining Data processing Datasets EEG EEG-based emotion recognition Electroencephalography Emotion recognition Emotional factors Emotions Engineering Feature extraction Game-induced EEG Humanities and Social Sciences Machine learning Molecular Biology and Biotechnology multidisciplinary Performance evaluation Science Science (multidisciplinary) Support vector machines |
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| Title | Predicting game-induced emotions using EEG, data mining and machine learning |
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