| Literature DB >> 31849589 |
Ali Darzi1, Trent Wondra2, Sean McCrea2, Domen Novak1.
Abstract
Human psychological (cognitive and affective) dimensions can be assessed using several methods, such as physiological or performance measurements. To date, however, few studies have compared different data modalities with regard to their ability to enable accurate classification of different psychological dimensions. This study thus compares classification accuracies for four psychological dimensions and two subjective preferences about computer game difficulty using three data modalities: physiology, performance, and personality characteristics. Thirty participants played a computer game at nine difficulty configurations that were implemented via two difficulty parameters. In each configuration, seven physiological measurements and two performance variables were recorded. A short questionnaire was filled out to assess the perceived difficulty, enjoyment, valence, arousal, and the way the participant would like to modify the two difficulty parameters. Furthermore, participants' personality characteristics were assessed using four questionnaires. All combinations of the three data modalities (physiology, performance, and personality) were used to classify six dimensions of the short questionnaire into either two, three or many classes using four classifier types: linear discriminant analysis, support vector machine (SVM), ensemble decision tree, and multiple linear regression. The classification accuracy varied widely between the different psychological dimensions; the highest accuracies for two-class and three-class classification were 97.6 and 84.1%, respectively. Normalized physiological measurements were the most informative data modality, though current game difficulty, personality and performance also contributed to classification accuracy; the best selected features are presented and discussed in the text. The SVM and multiple linear regression were the most accurate classifiers, with regression being more effective for normalized physiological data. In the future, we will further examine the effect of different classification approaches on user experience by detecting the user's psychological state and adapting game difficulty in real-time. This will allow us to obtain a complete picture of the performance of affect-aware systems in both an offline (classification accuracy) and real-time (effect on user experience) fashion.Entities:
Keywords: affective computing; dynamic difficulty adaptation; personality characteristics; physiological measurements; psychophysiology; task performance
Year: 2019 PMID: 31849589 PMCID: PMC6888016 DOI: 10.3389/fnins.2019.01278
Source DB: PubMed Journal: Front Neurosci ISSN: 1662-453X Impact factor: 4.677
FIGURE 1The Pong game (left) and the Bimeo device (right). The Bimeo sits on a table and can be tilted left and right to play the game.
FIGURE 2A participant relaxing during the baseline period while wearing the physiological sensors and holding the Bimeo. At the end of the baseline period, the Pong game appeared on the screen and the nine game conditions were played.
The definition of classes for two-class classification of four psychological dimensions and two subjective preferences regarding game speed and paddle size.
| Class low | Range | 1–2 | 1–4 | 1–2 | 1–3 |
| # samples | 86 | 121 | 93 | 72 | |
| Class high | Range | 4–7 | 6–7 | 4–9 | 7–9 |
| # samples | 123 | 93 | 120 | 95 | |
| Class Decrease | Range | −1, 0 | −2, −1 | ||
| # samples | 120 | 79 | |||
| Class Increase | Range | 1, 2 | 1, 2 | ||
| # samples | 150 | 60 | |||
The definition of classes for three-class classification of four psychological dimensions and two subjective preferences regarding game speed and paddle size.
| Class low | Range | 1–2 | 1–3 | 1–2 | 1–3 |
| # samples | 86 | 76 | 93 | 72 | |
| Class medium | Range | 3–4 | 4–5 | 3–4 | 4–6 |
| # samples | 101 | 101 | 95 | 103 | |
| Class high | Range | 5–7 | 6–7 | 5–9 | 7–9 |
| # samples | 83 | 93 | 82 | 95 | |
| Class Decrease | Range | −2, −1 | −2, −1 | ||
| # samples | 13 | 79 | |||
| Class No change | Range | 0 | 0 | ||
| # samples | 107 | 131 | |||
| Class Increase | Range | 1, 2 | 1, 2 | ||
| # samples | 150 | 60 | |||
Mean two-class classification accuracies for all combinations of input data modalities.
| Physiology | N94.3% (R) | 86.3% (S) | ||||
| Personality | 84.7% (E) | 83.4% (E) | 84.2% (E) | 87.4% (E) | 81.4% (E) | 92.5% (S) |
| Performance | 84.3% (R) | 68.0% (S) | 62.3% (E) | 77.8% (E) | 75.5% (L) | 92.1% (L) |
| Physio and Pers | N95.2% (R) | N92.1% (R) | 93.0% (R) | N95.4% (R) | N88.2% (S) | 96.5% (S) |
| Physio and Perf | N94.7% (R) | N94.4% (R) | N94.9% (R) | N95.2% (S) | 87.4% (R) | 97.1% (S) |
| Pers and Perf | 85.2% (E) | 82.4% (E) | 83.3% (E) | 87.3% (E) | 82.7% (E) | 92.1% (S) |
| All | 93.9% (R) | N95.5%(R) | N87.6% (S) | 96.8% (S) | ||
Mean three-class classification accuracies for all combinations of input data modalities.
| Physiology | N76.3% (R) | N70.0% (R) | 65.6% (S) | N69.6% (R) | N83.7% (R) | N83.7% (S) |
| Personality | 63.3% (E) | 60.4% (E) | 62.6% (E) | 68.5% (E) | 78.2% (S) | 73.0% (E) |
| Performance | 59.6% (S) | 47.1% (S) | 41.5% (S) | 56.0% (S) | 71.1% (E) | 58.5% (S) |
| Physio and Pers | 72.2% (S) | N72.2% (R) | ||||
| Physio and Perf | N77.1% (R) | N74.4% (R) | N66.1% (R) | 67.8% (L) | N83.7% (R) | N83.0% (S) |
| Pers and Perf | 62.6% (E) | 63.3% (E) | 61.8% (E) | 63.0% (L) | 79.6% (E) | 71.1% (E) |
| All | N76.7% (R) | N70.0% (R) | N81.5% (S) | |||
Mean “many-class” classification accuracies for all combinations of input data modalities.
| Physiology | 37.4% (R) | 31.5% (S) | 28.6% (S) | N60.0% (R) | 58.5% (S) | |
| Personality | 34.1% (S) | 36.3% (E) | 23.3% (S) | 60.6% (E) | 61.8% (S) | |
| Performance | 34.8% (E) | 27.1% (R) | 23.3% (S) | 18.9% (R) | 53.0% (L) | 47.5% (L) |
| Physio and Pers | N35.6% (R) | 37.1% (S) | N34.8% (S) | 26.7% (S) | 65.6% (S) | |
| Physio and Perf | 37.4% (R) | N37.4% (S) | N25.6% (S) | N60.0% (R) | 60.7% (S) | |
| Pers and Perf | 34.1% (S) | 35.2% (S) | 31.1% (E) | 25.6% (E) | 63.3% (E) | 63.7% (E) |
| All | N35.6% (S) | |||||
The best four features chosen by stepwise feature selection for each outcome variable.
| Difficulty | 1 | Current speed (1.5–3.5) | <0.001 | 2.4 ± 0.5 | 3.4 ± 0.7 |
| 2 | Current paddle size (1–3) | <0.001 | 2.2 ± 0.8 | 1.7 ± 0.8 | |
| 3 | Lateral PSD of AF3/AF4 in Gamma band | <0.001 | 0.11 ± 0.93 | −0.15 ± 0.95 | |
| 4 | Behavioral inhibition (7–28) | 0.01 | 19.9 ± 3.4 | 18.9 ± 3.8 | |
| Enjoyment | 1 | Current speed (1.5–3.5) | <0.001 | 2.8 ± 0.8 | 3.2 ± 0.8 |
| 2 | Learning goal (8–56) | <0.001 | 48.1 ± 6.0 | 50.8 ± 4.3 | |
| 3 | In-game score | <0.001 | 3.6 ± 7.1 | 6.2 ± 7.4 | |
| 4 | Arm movement level | <0.001 | −0.12 ± 0.76 | 0.18 ± 0.95 | |
| Valence | 1 | Normalized left pupil size | <0.001 | −0.03 ± 0.73 | 0.51 ± 1.07 |
| 2 | Learning goal (8–56) | <0.001 | 48.0 ± 6.3 | 51.1 ± 3.9 | |
| 3 | Agreeableness (2–14) | <0.001 | 5.7 ± 1.6 | 6.6 ± 1.8 | |
| 4 | Lateral PSD of C1/C2 in Gamma band | <0.001 | 0.25 ± 0.93 | −0.12 ± 0.82 | |
| Arousal | 1 | Current speed (1.5–3.5) | <0.001 | 2.5 ± 0.7 | 3.3 ± 0.8 |
| 2 | Normalized eye movement velocity | <0.001 | −0.13 ± 0.67 | 0.77 ± 1.25 | |
| 3 | Current paddle size (1–3) | <0.001 | 2.3 ± 0.1 | 1.8 ± 0.1 | |
| 4 | Normalized mean respiration rate | 0.001 | 0.04 ± 0.95 | 0.28 ± 0.81 | |
| Speed change | 1 | Current speed (1.5–3.5) | <0.001 | 3.5 ± 0.7 | 2.6 ± 0.7 |
| 2 | Self-efficacy (4–20) | <0.001 | 15.1 ± 2.0 | 15.9 ± 2.4 | |
| 3 | Openness to experience (2–14) | 0.002 | 10.8 ± 1.9 | 10.6 ± 2.0 | |
| 4 | Dispersion entropy of AF3 (−1 to 1) | 0.003 | −0.16 ± 0.84 | 0.11 ± 1.06 | |
| Paddle size change | 1 | Current paddle size (1–3) | <0.001 | 2.7 ± 0.1 | 1.2 ± 0.1 |
| 2 | Extraversion (2–14) | <0.001 | 7.4 ± 3.1 | 8.7 ± 2.7 | |
| 3 | Agreeableness (2–14) | <0.001 | 6.6 ± 1.9 | 5.8 ± 1.5 | |
| 4 | Dispersion entropy of C2 (−1 to 1) | 0.001 | −0.19 ± 1.04 | 0.13 ± 0.90 |