Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering

Popular comments suggest that continuous exposure of children and adolescents to video games yields a non-benefit behavior in the players' mental health. Contrarily, several studies have proven that commercial and serious games improve mental activity; some are used in treating psychological an...

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Published inIEEE access Vol. 12; pp. 52659 - 52668
Main Authors Almanza-Conejo, Oscar, Avina-Cervantes, Juan Gabriel, Garcia-Perez, Arturo, Ibarra-Manzano, Mario Alberto
Format Journal Article
LanguageEnglish
Published Piscataway IEEE 2024
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
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ISSN2169-3536
2169-3536
DOI10.1109/ACCESS.2024.3387357

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Abstract Popular comments suggest that continuous exposure of children and adolescents to video games yields a non-benefit behavior in the players' mental health. Contrarily, several studies have proven that commercial and serious games improve mental activity; some are used in treating psychological and physical disorders. This paper presents a method based on electroencephalogram signals analysis to classify multiple emotions recorded from subjects' gameplay seasons. In the core of this study, a self-assessed labeling method is evaluated using the Force, EEG, and Emotion Labelled Dataset (FEEL) for emotion recognition tasks. Besides, a 1-D Local Binary Pattern (LBP) method transforms the EEG temporal behavior to extract time-frequency features. Complementarily, the database artifacts were removed using a novel Conflict Learning approach for machine learning models, associating the extracted samples with the subjects' emotion labeling. A semi-supervised clustering method was employed to show the similarity between self-assessed subjects' labels. Finally, numerical results suggested a conflict between 23 original labels, improving the classification by over 92% in accuracy for 19 self-assessed classes.
AbstractList Popular comments suggest that continuous exposure of children and adolescents to video games yields a non-benefit behavior in the players' mental health. Contrarily, several studies have proven that commercial and serious games improve mental activity; some are used in treating psychological and physical disorders. This paper presents a method based on electroencephalogram signals analysis to classify multiple emotions recorded from subjects' gameplay seasons. In the core of this study, a self-assessed labeling method is evaluated using the Force, EEG, and Emotion Labelled Dataset (FEEL) for emotion recognition tasks. Besides, a 1-D Local Binary Pattern (LBP) method transforms the EEG temporal behavior to extract time-frequency features. Complementarily, the database artifacts were removed using a novel Conflict Learning approach for machine learning models, associating the extracted samples with the subjects' emotion labeling. A semi-supervised clustering method was employed to show the similarity between self-assessed subjects' labels. Finally, numerical results suggested a conflict between 23 original labels, improving the classification by over 92% in accuracy for 19 self-assessed classes.
Author Avina-Cervantes, Juan Gabriel
Ibarra-Manzano, Mario Alberto
Almanza-Conejo, Oscar
Garcia-Perez, Arturo
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SubjectTerms Brain modeling
Clustering
Clustering algorithms
Computer & video games
conflict learning
Datasets
Electroencephalography
Emotion recognition
Emotions
Feature extraction
Games
gaming
Labeling
Labels
Machine learning
Measurement
Signal classification
User experience
Video games
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Title Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
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