34,675 research outputs found

    Exploring EEG Features in Cross-Subject Emotion Recognition

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    Recognizing cross-subject emotions based on brain imaging data, e.g., EEG, has always been difficult due to the poor generalizability of features across subjects. Thus, systematically exploring the ability of different EEG features to identify emotional information across subjects is crucial. Prior related work has explored this question based only on one or two kinds of features, and different findings and conclusions have been presented. In this work, we aim at a more comprehensive investigation on this question with a wider range of feature types, including 18 kinds of linear and non-linear EEG features. The effectiveness of these features was examined on two publicly accessible datasets, namely, the dataset for emotion analysis using physiological signals (DEAP) and the SJTU emotion EEG dataset (SEED). We adopted the support vector machine (SVM) approach and the "leave-one-subject-out" verification strategy to evaluate recognition performance. Using automatic feature selection methods, the highest mean recognition accuracy of 59.06% (AUC = 0.605) on the DEAP dataset and of 83.33% (AUC = 0.904) on the SEED dataset were reached. Furthermore, using manually operated feature selection on the SEED dataset, we explored the importance of different EEG features in cross-subject emotion recognition from multiple perspectives, including different channels, brain regions, rhythms, and feature types. For example, we found that the Hjorth parameter of mobility in the beta rhythm achieved the best mean recognition accuracy compared to the other features. Through a pilot correlation analysis, we further examined the highly correlated features, for a better understanding of the implications hidden in those features that allow for differentiating cross-subject emotions. Various remarkable observations have been made. The results of this paper validate the possibility of exploring robust EEG features in cross-subject emotion recognition

    Emotion Detection Using Noninvasive Low Cost Sensors

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    Emotion recognition from biometrics is relevant to a wide range of application domains, including healthcare. Existing approaches usually adopt multi-electrodes sensors that could be expensive or uncomfortable to be used in real-life situations. In this study, we investigate whether we can reliably recognize high vs. low emotional valence and arousal by relying on noninvasive low cost EEG, EMG, and GSR sensors. We report the results of an empirical study involving 19 subjects. We achieve state-of-the- art classification performance for both valence and arousal even in a cross-subject classification setting, which eliminates the need for individual training and tuning of classification models.Comment: To appear in Proceedings of ACII 2017, the Seventh International Conference on Affective Computing and Intelligent Interaction, San Antonio, TX, USA, Oct. 23-26, 201

    Automatic Measurement of Affect in Dimensional and Continuous Spaces: Why, What, and How?

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    This paper aims to give a brief overview of the current state-of-the-art in automatic measurement of affect signals in dimensional and continuous spaces (a continuous scale from -1 to +1) by seeking answers to the following questions: i) why has the field shifted towards dimensional and continuous interpretations of affective displays recorded in real-world settings? ii) what are the affect dimensions used, and the affect signals measured? and iii) how has the current automatic measurement technology been developed, and how can we advance the field

    Affective Man-Machine Interface: Unveiling human emotions through biosignals

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    As is known for centuries, humans exhibit an electrical profile. This profile is altered through various psychological and physiological processes, which can be measured through biosignals; e.g., electromyography (EMG) and electrodermal activity (EDA). These biosignals can reveal our emotions and, as such, can serve as an advanced man-machine interface (MMI) for empathic consumer products. However, such a MMI requires the correct classification of biosignals to emotion classes. This chapter starts with an introduction on biosignals for emotion detection. Next, a state-of-the-art review is presented on automatic emotion classification. Moreover, guidelines are presented for affective MMI. Subsequently, a research is presented that explores the use of EDA and three facial EMG signals to determine neutral, positive, negative, and mixed emotions, using recordings of 21 people. A range of techniques is tested, which resulted in a generic framework for automated emotion classification with up to 61.31% correct classification of the four emotion classes, without the need of personal profiles. Among various other directives for future research, the results emphasize the need for parallel processing of multiple biosignals

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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