Neurogaming-based Classification of Player Experience Using Consumer-Grade Electroencephalography

نویسندگان

  • Thomas D. Parsons
  • Timothy McMahan
  • Ian Parberry
چکیده

A growing body of literature has emerged that demonstrates the potential of neurogaming platforms for interfacing with well-known video games. With the recent convergence of advances in consumer electronics, ubiquitous computing, and wearable sensor technologies real-time monitoring of neurocognitive and affective states can be studied in an objective, timely, and ecologically valid manner. Whilst establishing the optimal relation among frequency bands, task engagement, and arousal states is one of the main goals of neurogaming, a standardized method has yet to be established. Herein we aimed to test classifiers within the same context, group of participants, feature extraction methods, and protocol. Given the emphasis upon neurogaming, the commercial-grade Emotiv EPOC headset was used to collect electroencephalographic (EEG) signals from users as participants experienced various stimulus modalities aimed at assessing cognitive and affective processing. The EEG data were then filtered to get separate frequency bands to train cognitive-affective classifiers with three classification techniques: Support Vector Machines (SVM), Naive Bayes (NB), and kNearest Neighbors (kNN). Results revealed that the NB classifier was the most robust classifier for identifying game-based Death Events. However, the identification of General Gameplay Events is best identified using kNN and the Beta band. From this study’s findings, it is suggested that using a combination of classifiers is preferable over selecting just one classifier.

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Neurogaming Technology Meets Neuroscience Education: A Cost-Effective, Scalable, and Highly Portable Undergraduate Teaching Laboratory for Neuroscience.

Active research-driven approaches that successfully incorporate new technology are known to catalyze student learning. Yet achieving these objectives in neuroscience education is especially challenging due to the prohibitive costs and technical demands of research-grade equipment. Here we describe a method that circumvents these factors by leveraging consumer EEG-based neurogaming technology to...

متن کامل

A Real-Time Electroencephalography Classification in Emotion Assessment Based on Synthetic Statistical-Frequency Feature Extraction and Feature Selection

Purpose: To assess three main emotions (happy, sad and calm) by various classifiers, using appropriate feature extraction and feature selection. Materials and Methods: In this study a combination of Power Spectral Density and a series of statistical features are proposed as statistical-frequency features. Next, a feature selection method from pattern recognition (PR) Tools is presented to e...

متن کامل

MULTI CLASS BRAIN TUMOR CLASSIFICATION OF MRI IMAGES USING HYBRID STRUCTURE DESCRIPTOR AND FUZZY LOGIC BASED RBF KERNEL SVM

Medical Image segmentation is to partition the image into a set of regions that are visually obvious and consistent with respect to some properties such as gray level, texture or color. Brain tumor classification is an imperative and difficult task in cancer radiotherapy. The objective of this research is to examine the use of pattern classification methods for distinguishing different types of...

متن کامل

Common Spatial Patterns Feature Extraction and Support Vector Machine Classification for Motor Imagery with the SecondBrain

Recently, a large set of electroencephalography (EEG) data is being generated by several high-quality labs worldwide and is free to be used by all researchers in the world. On the other hand, many neuroscience researchers need these data to study different neural disorders for better diagnosis and evaluating the treatment. However, some format adaptation and pre-processing are necessary before ...

متن کامل

A Game Player Expertise Level Classification System Using Electroencephalography (EEG)

The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users’ attention. This leads to the need to analyse the cognitive aspects of the end user, that is the game player, during game play. A direct window to see how an e...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2015