| Literature DB >> 24023532 |
Noppadon Jatupaiboon1, Setha Pan-ngum, Pasin Israsena.
Abstract
We propose to use real-time EEG signal to classify happy and unhappy emotions elicited by pictures and classical music. We use PSD as a feature and SVM as a classifier. The average accuracies of subject-dependent model and subject-independent model are approximately 75.62% and 65.12%, respectively. Considering each pair of channels, temporal pair of channels (T7 and T8) gives a better result than the other area. Considering different frequency bands, high-frequency bands (Beta and Gamma) give a better result than low-frequency bands. Considering different time durations for emotion elicitation, that result from 30 seconds does not have significant difference compared with the result from 60 seconds. From all of these results, we implement real-time EEG-based happiness detection system using only one pair of channels. Furthermore, we develop games based on the happiness detection system to help user recognize and control the happiness.Entities:
Mesh:
Year: 2013 PMID: 24023532 PMCID: PMC3759272 DOI: 10.1155/2013/618649
Source DB: PubMed Journal: ScientificWorldJournal ISSN: 1537-744X
Figure 1Brainwave: (a) Delta, (b) Theta, (c) Alpha, (d) Beta, and (e) Gamma [9].
Figure 2International 10–20 system of electrode placement [7].
EEG-based emotion recognition researches.
| References | Year | Participant | Emotion | Stimulus | Feature | Temporal window | Classifier | Result | Real time |
|---|---|---|---|---|---|---|---|---|---|
| [ | 2006 | 4 | 3 arousal classes | Picture | PSD | — | NB | 58% | No |
| [ | 2008 | 26 | 4 classes (joy, anger, sadness, and pleasure) | Music | ASM | 1 s | SVM | 92.73% | No |
| [ | 2009 | 10 | 2 valence classes | Picture | CSP | 3 s | SVM | 93.5% | No |
| [ | 2009 | 10 | 3 arousal classes | Recall | PSD | 0.5 s | SVM | 63% | No |
| [ | 2009 | 1 | 3 classes (positively excited, negatively excited, and calm) | Picture | statistical features | — | QDA | 66.66% | No |
| [ | 2009 | 3 | 10 classes | Self-elicited | PSD | 1 s | KNN | 39.97–66.74% | No |
| [ | 2010 | 26 | 4 classes (joy, anger, sadness, and pleasure) | Music | ASM | 1 s | SVM | 82.29% | No |
| [ | 2010 | 6 | 2 valence classes | Music video | PSD | — | SVM | 58.8% (valence) | No |
| [ | 2010 | 26 | 4 classes (calm, happy, sad, and fear) | Picture and music | SOM | 2 s | KNN | 84.5% | No |
| [ | 2010 | 15 | 2 classes (calm-neutral and negatively excited) | Picture | HOS | 2 s | SVM | 82% | No |
| [ | 2010 | 12 | 2 valence classes | Sound | FD | — | threshold | — | Yes |
| [ | 2011 | 20 | 5 classes (happy, disgust, surprise, fear, and neutral) | video clip | Entropy | — | KNN | 83.04% | No |
| [ | 2011 | 6 | 2 valence classes | Movie clip | PSD | 1 s | SVM | 87.53% | No |
| [ | 2011 | 20 | 3 classes (boredom, engagement, and anxiety) | Game | PSD | — | LDA | 56% | No |
| [ | 2011 | 5 | 4 classes (joy, relax, sad, and fear) | Movie | PSD | 1 s | SVM | 66.51% | No |
| [ | 2011 | 11 | 3 valence classes | Picture | ASM | 4 s | KNN | 82% | No |
| [ | 2012 | 27 | 3 valence classes | Video | PSD and ASM | — | SVM | 57.0% (valence) | No |
| [ | 2012 | 32 | 2 valence classes | Music video | PSD and ASM | — | NB | 57.6% (valence) | No |
| [ | 2012 | 20 | 5 classes (happy, angry, sad, relaxed, and neutral) | Picture | FD | — | SVM | 70.5% | Yes |
| [ | 2012 | 5 | 3 classes (positively excited, negatively excited, and calm) | Picture | HOC | — | KNN | 90.77% | No |
| [ | 2012 | 4 | 2 valence classes | Video clip | ASP | — | — | 66.05% (valence) | No |
| [ | 2012 | 32 | 2 classes (stress and calm) | Music video | PSD | — | KNN | 70.1% | No |
| [ | 2012 | 36 | 3 classes | Music video | PSD | — | ANN | — | Yes |
| [ | 2013 | 11 | 2 valence classes | Picture | PSD | 4 s | SVM | 85.41% | No |
*The feature, temporal window, and classifier shown in this table are the sets giving the best accuracy of each research.
Feature: Power Spectral Density (PSD), Spectral Power Asymmetry (ASM), Common Spatial Pattern (CSP), Higher Order Crossings (HOC), Self-Organizing Map (SOM), Higher Order Spectra (HOS), Fractal Dimension (FD), and Asymmetric Spatial Pattern (ASP).
Classifier: Support Vector Machine (SVM), Naïve Bayes (NB), Quadratic Discriminant Analysis (QDA), K-Nearest Neighbors (KNN), Linear Discriminant Analysis (LDA), Multilayer Perceptron (MLP), and Artificial Neural Network (ANN).
Figure 3Dimensional model of emotion [14].
Figure 4The process of emotion classification [19].
Figure 5Procedure of experiment.
EEG signal decomposition.
| Frequency band | Frequency range (Hz) | Frequency bandwidth (Hz) | Decomposition level |
|---|---|---|---|
| Delta | 0–4 | 4 | A4 |
| Theta | 4–8 | 4 | D4 |
| Alpha | 8–16 | 8 | D3 |
| Beta | 16–32 | 16 | D2 |
| Gamma | 32–64 | 32 | D1 |
Figure 6Accuracy from subject-dependent and subject-independent models.
Figure 7Accuracy from each pair of channels.
Figure 8Accuracy from different frequency bands.
Figure 9Accuracy from different time durations.
Figure 10Flowchart of real-time happiness detection system.
Level of happiness.
| Happy | Unhappy | Emotion |
|---|---|---|
| 0 | 5 | Unhappy level 3 |
| 1 | 4 | Unhappy level 2 |
| 2 | 3 | Unhappy level 1 |
| 3 | 2 | Happy level 1 |
| 4 | 1 | Happy level 2 |
| 5 | 0 | Happy level 3 |
Figure 11Screenshot of real-time happiness detection system.
Figure 12Screenshot of AVATAR game: (a) happy and (b) unhappy.
Figure 13Screenshot of RUNNING game.