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Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games
Emotion detection based on computer vision and remote extraction of user signals commonly rely on stimuli where users have a passive role with limited possibilities for interaction or emotional involvement, e.g., images and videos. Predictive models are also trained on a group level, which potential...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6650833/ https://www.ncbi.nlm.nih.gov/pubmed/31261716 http://dx.doi.org/10.3390/s19132877 |
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author | Bevilacqua, Fernando Engström, Henrik Backlund, Per |
author_facet | Bevilacqua, Fernando Engström, Henrik Backlund, Per |
author_sort | Bevilacqua, Fernando |
collection | PubMed |
description | Emotion detection based on computer vision and remote extraction of user signals commonly rely on stimuli where users have a passive role with limited possibilities for interaction or emotional involvement, e.g., images and videos. Predictive models are also trained on a group level, which potentially excludes or dilutes key individualities of users. We present a non-obtrusive, multifactorial, user-tailored emotion detection method based on remotely estimated psychophysiological signals. A neural network learns the emotional profile of a user during the interaction with calibration games, a novel game-based emotion elicitation material designed to induce emotions while accounting for particularities of individuals. We evaluate our method in two experiments ([Formula: see text] and [Formula: see text]) with mean classification accuracy of 61.6%, which is statistically significantly better than chance-level classification. Our approach and its evaluation present unique circumstances: our model is trained on one dataset (calibration games) and tested on another (evaluation game), while preserving the natural behavior of subjects and using remote acquisition of signals. Results of this study suggest our method is feasible and an initiative to move away from questionnaires and physical sensors into a non-obtrusive, remote-based solution for detecting emotions in a context involving more naturalistic user behavior and games. |
format | Online Article Text |
id | pubmed-6650833 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-66508332019-08-07 Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games Bevilacqua, Fernando Engström, Henrik Backlund, Per Sensors (Basel) Article Emotion detection based on computer vision and remote extraction of user signals commonly rely on stimuli where users have a passive role with limited possibilities for interaction or emotional involvement, e.g., images and videos. Predictive models are also trained on a group level, which potentially excludes or dilutes key individualities of users. We present a non-obtrusive, multifactorial, user-tailored emotion detection method based on remotely estimated psychophysiological signals. A neural network learns the emotional profile of a user during the interaction with calibration games, a novel game-based emotion elicitation material designed to induce emotions while accounting for particularities of individuals. We evaluate our method in two experiments ([Formula: see text] and [Formula: see text]) with mean classification accuracy of 61.6%, which is statistically significantly better than chance-level classification. Our approach and its evaluation present unique circumstances: our model is trained on one dataset (calibration games) and tested on another (evaluation game), while preserving the natural behavior of subjects and using remote acquisition of signals. Results of this study suggest our method is feasible and an initiative to move away from questionnaires and physical sensors into a non-obtrusive, remote-based solution for detecting emotions in a context involving more naturalistic user behavior and games. MDPI 2019-06-28 /pmc/articles/PMC6650833/ /pubmed/31261716 http://dx.doi.org/10.3390/s19132877 Text en © 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Bevilacqua, Fernando Engström, Henrik Backlund, Per Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games |
title | Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games |
title_full | Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games |
title_fullStr | Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games |
title_full_unstemmed | Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games |
title_short | Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games |
title_sort | game-calibrated and user-tailored remote detection of stress and boredom in games |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6650833/ https://www.ncbi.nlm.nih.gov/pubmed/31261716 http://dx.doi.org/10.3390/s19132877 |
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