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游戏校准和用户定制的游戏中压力和无聊远程检测。

Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games.

机构信息

Computer Science, Federal University of Fronteira Sul, Chapecó 89802 112, Brazil.

School of Informatics, University of Skövde, 541 28 Skövde, Sweden.

出版信息

Sensors (Basel). 2019 Jun 28;19(13):2877. doi: 10.3390/s19132877.

Abstract

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 ( n = 20 and n = 62 ) 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.

摘要

基于计算机视觉和用户信号远程提取的情感检测通常依赖于刺激物,用户在这些刺激物中扮演被动角色,互动或情感投入的可能性有限,例如图像和视频。预测模型也是在群体层面上进行训练的,这可能会排除或淡化用户的关键个性。我们提出了一种基于远程估计的生理信号的非侵入性、多因素、用户定制的情感检测方法。神经网络在与校准游戏的交互过程中学习用户的情感特征,校准游戏是一种新的基于游戏的情感诱发材料,旨在在考虑个体特殊性的同时引发情感。我们在两项实验(n=20 和 n=62)中评估了我们的方法,平均分类准确率为 61.6%,明显高于随机水平分类。我们的方法及其评估具有独特的情况:我们的模型在一个数据集(校准游戏)上进行训练,并在另一个数据集(评估游戏)上进行测试,同时保持受试者的自然行为,并使用远程信号采集。这项研究的结果表明,我们的方法是可行的,这是一种从问卷和物理传感器向非侵入性、基于远程的解决方案转变的尝试,用于在更自然的用户行为和游戏环境中检测情感。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/be0c/6650833/dd35b3079168/sensors-19-02877-g001.jpg

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