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Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses

With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functiona...

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Autores principales: Andreu-Perez, Ana R., Kiani, Mehrin, Andreu-Perez, Javier, Reddy, Pratusha, Andreu-Abela, Jaime, Pinto, Maria, Izzetoglu, Kurtulus
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7830500/
https://www.ncbi.nlm.nih.gov/pubmed/33466787
http://dx.doi.org/10.3390/brainsci11010106
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author Andreu-Perez, Ana R.
Kiani, Mehrin
Andreu-Perez, Javier
Reddy, Pratusha
Andreu-Abela, Jaime
Pinto, Maria
Izzetoglu, Kurtulus
author_facet Andreu-Perez, Ana R.
Kiani, Mehrin
Andreu-Perez, Javier
Reddy, Pratusha
Andreu-Abela, Jaime
Pinto, Maria
Izzetoglu, Kurtulus
author_sort Andreu-Perez, Ana R.
collection PubMed
description With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. From the data collected, i.e., gamer’s fNIRS data in combination with emotional state estimation from gamer’s facial expressions, the expertise level of the gamers has been decoded per trial in a multi-modal framework comprising of unsupervised deep feature learning and classification by state-of-the-art models. The best tri-class classification accuracy is obtained using a cascade of random convolutional kernel transform (ROCKET) feature extraction method and deep classifier at 91.44%. This is the first work that aims at decoding expertise level of gamers using non-restrictive and portable technologies for brain imaging, and emotional state recognition derived from gamers’ facial expressions. This work has profound implications for novel designs of future human interactions with video games and brain-controlled games.
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spelling pubmed-78305002021-01-26 Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses Andreu-Perez, Ana R. Kiani, Mehrin Andreu-Perez, Javier Reddy, Pratusha Andreu-Abela, Jaime Pinto, Maria Izzetoglu, Kurtulus Brain Sci Article With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. From the data collected, i.e., gamer’s fNIRS data in combination with emotional state estimation from gamer’s facial expressions, the expertise level of the gamers has been decoded per trial in a multi-modal framework comprising of unsupervised deep feature learning and classification by state-of-the-art models. The best tri-class classification accuracy is obtained using a cascade of random convolutional kernel transform (ROCKET) feature extraction method and deep classifier at 91.44%. This is the first work that aims at decoding expertise level of gamers using non-restrictive and portable technologies for brain imaging, and emotional state recognition derived from gamers’ facial expressions. This work has profound implications for novel designs of future human interactions with video games and brain-controlled games. MDPI 2021-01-14 /pmc/articles/PMC7830500/ /pubmed/33466787 http://dx.doi.org/10.3390/brainsci11010106 Text en © 2021 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
Andreu-Perez, Ana R.
Kiani, Mehrin
Andreu-Perez, Javier
Reddy, Pratusha
Andreu-Abela, Jaime
Pinto, Maria
Izzetoglu, Kurtulus
Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses
title Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses
title_full Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses
title_fullStr Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses
title_full_unstemmed Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses
title_short Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses
title_sort single-trial recognition of video gamer’s expertise from brain haemodynamic and facial emotion responses
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7830500/
https://www.ncbi.nlm.nih.gov/pubmed/33466787
http://dx.doi.org/10.3390/brainsci11010106
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