Gaming behavior and brain activation using functional near‐infrared spectroscopy, Iowa gambling task, and machine learning techniques

Introduction The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is...

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Published inBrain and behavior Vol. 12; no. 4; pp. e2536 - n/a
Main Authors Kornev, Denis, Nwoji, Stanley, Sadeghian, Roozbeh, Esmaili Sardari, Saeed, Dashtestani, Hadis, He, Qinghua, Gandjbakhche, Amir, Aram, Siamak
Format Journal Article
LanguageEnglish
Published United States John Wiley & Sons, Inc 01.04.2022
John Wiley and Sons Inc
Wiley
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Online AccessGet full text
ISSN2162-3279
2162-3279
DOI10.1002/brb3.2536

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Abstract Introduction The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near‐infrared brain imaging technique. Methods For demonstration, the decision‐making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near‐infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross‐validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment. Results During the experiment, the highest correlation was identified in the fourth block between the oxy‐hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as “conceptual” period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models. Conclusion Obtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision‐making process and raises more significance than it was observed before. The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near‐infrared brain imaging technique.
AbstractList Abstract Introduction The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near‐infrared brain imaging technique. Methods For demonstration, the decision‐making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near‐infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross‐validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment. Results During the experiment, the highest correlation was identified in the fourth block between the oxy‐hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as “conceptual” period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models. Conclusion Obtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision‐making process and raises more significance than it was observed before.
The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near-infrared brain imaging technique.INTRODUCTIONThe current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near-infrared brain imaging technique.For demonstration, the decision-making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near-infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross-validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment.METHODSFor demonstration, the decision-making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near-infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross-validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment.During the experiment, the highest correlation was identified in the fourth block between the oxy-hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as "conceptual" period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models.RESULTSDuring the experiment, the highest correlation was identified in the fourth block between the oxy-hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as "conceptual" period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models.Obtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision-making process and raises more significance than it was observed before.CONCLUSIONObtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision-making process and raises more significance than it was observed before.
The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near‐infrared brain imaging technique.
The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near-infrared brain imaging technique. For demonstration, the decision-making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near-infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross-validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment. During the experiment, the highest correlation was identified in the fourth block between the oxy-hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as "conceptual" period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models. Obtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision-making process and raises more significance than it was observed before.
Introduction The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near‐infrared brain imaging technique. Methods For demonstration, the decision‐making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near‐infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross‐validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment. Results During the experiment, the highest correlation was identified in the fourth block between the oxy‐hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as “conceptual” period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models. Conclusion Obtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision‐making process and raises more significance than it was observed before. The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near‐infrared brain imaging technique.
IntroductionThe current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near-infrared brain imaging technique.MethodsFor demonstration, the decision-making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near-infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross-validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment.ResultsDuring the experiment, the highest correlation was identified in the fourth block between the oxy-hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as “conceptual” period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models.ConclusionObtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision-making process and raises more significance than it was observed before.
Author Aram, Siamak
Sadeghian, Roozbeh
Kornev, Denis
Nwoji, Stanley
Dashtestani, Hadis
Esmaili Sardari, Saeed
He, Qinghua
Gandjbakhche, Amir
AuthorAffiliation 3 Computer and Information Systems Program Harrisburg University of Science and Technology Harrisburg Pennsylvania USA
2 Data Analytics Program Harrisburg University of Science and Technology Harrisburg Pennsylvania USA
5 Department of Psychology Southwest University Chongqing China
4 Eunice Kennedy Shriver National Institute of Child Health and Human Development National Institutes of Health Bethesda Maryland USA
1 Information System Engineering and Management Program Harrisburg University of Science and Technology Harrisburg Pennsylvania USA
AuthorAffiliation_xml – name: 4 Eunice Kennedy Shriver National Institute of Child Health and Human Development National Institutes of Health Bethesda Maryland USA
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BackLink https://www.ncbi.nlm.nih.gov/pubmed/35290722$$D View this record in MEDLINE/PubMed
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Keywords Iowa gambling task
machine learning
cognitive neuroimaging
functional near-infrared spectroscopy
Language English
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Snippet Introduction The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the...
The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between...
IntroductionThe current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation...
Abstract Introduction The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the...
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StartPage e2536
SubjectTerms Behavior
Brain
Brain - diagnostic imaging
cognitive neuroimaging
Decision making
Experiments
functional near‐infrared spectroscopy
Gambling
Gambling - diagnostic imaging
Hemoglobin
Humans
Iowa gambling task
Machine Learning
Medical imaging
Original Research
Power
Spectroscopy, Near-Infrared
Spectrum analysis
Statistical methods
Support Vector Machine
Variance analysis
Video Games
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Title Gaming behavior and brain activation using functional near‐infrared spectroscopy, Iowa gambling task, and machine learning techniques
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