| Literature DB >> 33809797 |
Laura Alejandra Martínez-Tejada1, Alex Puertas-González2, Natsue Yoshimura1,3,4,5, Yasuharu Koike1,3.
Abstract
In this article we present the study of electroencephalography (EEG) traits for emotion recognition process using a videogame as a stimuli tool, and considering two different kind of information related to emotions: arousal-valence self-assesses answers from participants, and game events that represented positive and negative emotional experiences under the videogame context. We performed a statistical analysis using Spearman's correlation between the EEG traits and the emotional information. We found that EEG traits had strong correlation with arousal and valence scores; also, common EEG traits with strong correlations, belonged to the theta band of the central channels. Then, we implemented a regression algorithm with feature selection to predict arousal and valence scores using EEG traits. We achieved better result for arousal regression, than for valence regression. EEG traits selected for arousal and valence regression belonged to time domain (standard deviation, complexity, mobility, kurtosis, skewness), and frequency domain (power spectral density-PDS, and differential entropy-DE from theta, alpha, beta, gamma, and all EEG frequency spectrum). Addressing game events, we found that EEG traits related with the theta, alpha and beta band had strong correlations. In addition, distinctive event-related potentials where identified in the presence of both types of game events. Finally, we implemented a classification algorithm to discriminate between positive and negative events using EEG traits to identify emotional information. We obtained good classification performance using only two traits related with frequency domain on the theta band and on the full EEG spectrum.Entities:
Keywords: EEG signals; classification; correlation; emotion recognition; human-computer interaction; regression; videogame
Year: 2021 PMID: 33809797 PMCID: PMC8002589 DOI: 10.3390/brainsci11030378
Source DB: PubMed Journal: Brain Sci ISSN: 2076-3425
Signal traits calculated for the physiological signals.
| Article | EEG | Video Game and Measured Emotions | Game Play Time Window | Emotional Reference Information | Game Time Event Analysis | Participants |
|---|---|---|---|---|---|---|
| [ | 14 channels | Train Sim World—boring, Unravel—calm, Slender—The Arrival—horror, and Goat Simulator—funny. | 5 min | Arousal/Valence Self-Assessment Manikins (SAM) | No | 28 |
| [ | 9 channels | Four architectural environments designed based on Kazuyo Sejima’s “Villa in the Forest” modifying illumination, color, and geometry. | 1.5 min | Arousal/Valence Self-Assessment Manikins (SAM) | No | 38 |
| [ | 24 channels | Candy Crush and Stickman Archers. | 10 min | Visual inspection of facial expressions | No | 35 |
| [ | 19 channels | Tetris: medium condition, easy condition, hard condition | 5 min | Arousal/Valence Self-Assessment Manikins (SAM) | No | 14 |
Figure A2Game interface with the player’s avatar and different tokens deployed. The information gap is located in the upper part of the screen containing information about the spaceship’s damage, time remaining, the score, the distance traveled and an upper and a lower distance threshold (game mechanics).
Figure A1(a) Russell’s circumflex model of emotions, where the emotions selected are highlighted in the different quadrants of the two-dimensional plane [18]. (b) Player in-game flow experience [57].
Level characteristics (* compared to normal level).
| Level | Emotions | Ships Characteristics | Tokens Characteristics | Tokens Stage 1 | Tokens Stage 2 | Tokens Stage 3 |
|---|---|---|---|---|---|---|
| Normal | HAHL | Normal Speed | Normal Speed | Astronauts | Astronauts | Astronauts |
| Speed Up | Normal Speed | Speed Gradually Increases | Astronauts | Astronauts | Astronauts | |
| Hard | HALV | Speed Gradually Decreases | Normal Speed | Astronauts | Astronauts | Astronauts |
| Only Asteroids | Normal Speed | Speed Gradually Increases | Big Asteroids | Big Asteroids | Big Asteroids | |
| Easy | LAHV | Normal Speed | Decrease Speed * | Astronauts | Astronauts | Astronauts |
| Without Speed | Normal Speed | Decrease Speed * | Astronauts | Astronauts | Astronauts | |
| Speed Down | LALV | Higher Decrease Speed | Higher Decrease Speed * | Astronauts | Astronauts | Astronauts |
| Without Tokens | Higher Decrease Speed | None | None | None | None | |
| Final Mission | – | Speed Depends on Power Ups | Normal speed | Asteroids | ||
Figure 1Game structure for one experiment session and level structure: (a) game structure composed by 3 phases containing the 3 designed stages; (b) game level’s structure.
Figure A3Game interface for the final mission with the spaceship and different tokens deployed.
Signal traits calculated for the physiological signals.
| Type of Feature | Feature Name |
|---|---|
| Time domain features | Picard parameters [ |
| Frequency domain features | Power spectral density (PDS) [ |
Figure 2Participants’ information for self-assessment and game events. (a) Arousal–valence dispersion. Levels names: N—normal, S01—Stage 01, S02—Stage 02, S03—Stage 03. The colors are related to the emotional quadrants that we intent to induce: high arousal and high valence (HAHV)—black, high arousal and low valence (HALV)—blue, low arousal and high valence (LAHV)—orange, low arousal and low valence (LALV)—green. (b) Total amount of positive and negative events obtained by each participant across all the game levels along the arousal and valence responses.
Arousal and valence means and standard deviation for the 24 game levels.
| Game Level | Arousal | Valence | |||
|---|---|---|---|---|---|
| Mean | Std | Mean | Std | ||
| HAHV | N–01 | 7.05 | 0.45 | 7.23 | 1.24 |
| N–02 | 7.29 | 1.03 | 6.65 | 1.30 | |
| N–03 | 6.92 | 0.99 | 6.93 | 1.19 | |
| SU–01 | 8.01 | 0.68 | 6.71 | 1.64 | |
| SU–02 | 7.99 | 1.22 | 6.40 | 1.60 | |
| SU–03 | 7.24 | 0.75 | 5.74 | 1.59 | |
| HALV | H–01 | 7.84 | 0.89 | 4.62 | 2.52 |
| H–02 | 6.64 | 1.06 | 3.92 | 1.94 | |
| H–03 | 6.55 | 1.94 | 4.71 | 2.56 | |
| OA–01 | 7.64 | 1.13 | 4.56 | 2.33 | |
| OA–02 | 6.81 | 1.97 | 4.62 | 2.31 | |
| OA - 03 | 6.63 | 1.34 | 4.34 | 2.10 | |
| LAHV | E–01 | 4.02 | 1.78 | 6.80 | 1.23 |
| E–02 | 4.79 | 1.86 | 7.23 | 1.75 | |
| E–03 | 4.51 | 1.76 | 6.71 | 1.45 | |
| WS–01 | 4.18 | 1.71 | 5.27 | 1.73 | |
| WS–02 | 3.42 | 1.12 | 5.44 | 1.24 | |
| WS - 03 | 3.22 | 1.48 | 5.37 | 1.25 | |
| LALV | SD–01 | 3.50 | 1.85 | 5.15 | 1.59 |
| SD–02 | 3.60 | 1.46 | 5.03 | 1.32 | |
| SD–03 | 2.59 | 1.49 | 4.69 | 1.51 | |
| WT–01 | 2.17 | 0.96 | 4.37 | 2.26 | |
| WT–02 | 1.94 | 1.22 | 5.27 | 1.35 | |
| WT–03 | 2.18 | 1.64 | 4.94 | 2.08 | |
| -- | Final Mission | 7.05 | 0.45 | 7.23 | 1.24 |
Number of electroencephalography (EEG) traits correlated with arousal and valence score: (a) for each participant, (b) traits common among participants.
| a Individual Traits Correlated for Each Participant | b Number of Traits Correlated Common among Participants | |||||
|---|---|---|---|---|---|---|
| Participant | Gender | Arousal | Valence | Number of Participants | Arousal | Valence |
| Num. of Traits | Num. of Traits | Num. of Traits | Num. of Traits | |||
| 1 | Male | 223 | 200 | 1/10 | 461 | 480 |
| 2 | Male | 245 | 9 | 2/10 | 260 | 82 |
| 3 | Male | 207 | 10 | 3/10 | 155 | 0 |
| 4 | Female | 265 | 8 | 4/10 | 79 | 1 |
| 5 | Male | 287 | 323 | 5/10 | 35 | 0 |
| 6 | Male | 272 | 16 | 6/10 | 10 | 0 |
| 9 | Male | 146 | 13 | 7/10 | 4 | 0 |
| 10 | Female | 254 | 60 | 8/10 | 9 | 0 |
| 11 | Male | 140 | 7 | 9/10 | 2 | 0 |
| 12 | Female | 106 | 2 | 10/10 | 3 | 0 |
| Total | 2145 | 648 | Total | 2145 | 648 | |
Figure 3Spearman correlation score’s dispersion of traits common for the participants. (a) Traits correlated with arousal scores. The reported traits have positive rho scores with a mean value above 0.6. (b) Trait correlated with valence scores, for 4 participants only one trait had a strong correlation, in this case, the correlations had positive and negative rho scores among participant whit scores no higher than 0.6.
Figure 4Performance of Bayesian ridge regression predictions for arousal and valence scores. (a) Arousal score values and predictions over the train and the test set. (b) Valence score values and predictions over the train and the test set.
Figure 5Correlation between arousal–valence scores and number of events per game level. (a) Arousal correlations. (b) Valence correlations.
Number of positive and negative events per participants.
| Events | Participants | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| Positive | 470 | 428 | 437 | 409 | 465 | 478 | 467 | 445 | 450 | 320 |
| Negative | 85 | 121 | 94 | 130 | 114 | 91 | 117 | 114 | 151 | 171 |
Figure 6EEG traits correlated with game events. Theta band’s PSD and DE from electrodes on the occipital and central brain region and, alpha band’s PSD and DE from electrodes on the frontal-central and the occipital brain regions. The EEG traits had a negative correlation with positive events and positive correlation with negative events.
Figure 7Time domain plots of FCz channel’s signals with a time window of 2.0 s, event onset at 0 s, as an example of patterns found on EEG signals in presence of game events for each of the participants.
Classification performance scores of positive and negative events per participants.
| Events | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Training | Test | |||||||||
| Num. of Participants | Gender | N. Traits | Acc | F1 | AUC | Acc | F1 | |||
| Mean | Std | Mean | Std | Mean | Std | |||||
| 1 | Male | 21 | 0.97 | 0.05 | 0.98 | 0.03 | 0.99 | 0.01 | 0.91 | 0.94 |
| 2 | Male | 2 (Pz) | 0.99 | 0.03 | 0.99 | 0.02 | 0.99 | 0.0 | 0.99 | 1.00 |
| 3 | Male | 2 (PO3) | 0.99 | 0.04 | 0.99 | 0.04 | 0.99 | 0.01 | 0.97 | 0.98 |
| 4 | Female | 2 (Pz) | 0.99 | 0.02 | 1.00 | 0.01 | 0.99 | 0.0 | 1.0 | 1.0 |
| 5 | Male | 2 (Oz) | 0.99 | 0.03 | 0.99 | 0.02 | 0.99 | 0.0 | 0.98 | 0.98 |
| 6 | Male | 2 (POz) | 0.99 | 0.02 | 0.99 | 0.01 | 0.99 | 0.01 | 0.98 | 0.99 |
| 9 | Male | 2 (Pz) | 1.0 | 0.01 | 1.0 | 0.01 | 1.0 | 1.0 | 1.0 | 1.0 |
| 10 | Female | 2 (P8) | 1.0 | 0.01 | 1.0 | 0.01 | 0.99 | 0.0 | 1.0 | 1.0 |
| 11 | Male | 2 (PO4) | 0.99 | 0.02 | 1.0 | 0.02 | 0.99 | 0.0 | 0.98 | 0.98 |
| 12 | Female | 2 (P3) | 0.99 | 0.05 | 0.99 | 0.05 | 0.99 | 0.0 | 1.0 | 1.0 |