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Classification and quantitative estimation of cognitive stress from in-game keystroke analysis using EEG and GSR

机译:使用EEG和GSR从游戏中击键分析的认知应激的分类和定量估计

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This paper presents a novel approach to classify cognitive stress, at an inter-personal level, induced by a proposed Stroop-Tetris game using Electroencephalogram (EEG), Galvanic Skin Response (GSR) and Photoplethysmogram (PPG). Features are derived from each sensor aimed at discriminating low and high cognitive stress, followed by feature reduction. Leave-one-subject-out cross-validation across the data shows high median accuracies in classification individually for EEG, GSR and PPG analysis (72.75%, 69.30% and 64.75% respectively), which was further enhanced to 77.25% by employing feature level fusion. A novel metric derived from the keystrokes of the subjects is introduced to quantify real-time stress. An intra-personal regression model to relate EEG features with the real-time stress metric demonstrates high correlation and low p-value between predicted and actual values of this metric.
机译:本文提出了一种新的方法来分类认知应力,在个人水平,由脑电图(EEG),电催化皮肤响应(GSR)和光学肌谱(PPG)诱导由建议的争吵 - 汤汤汤汤。特征来自每个传感器,旨在辨别低电平和高认知应力,然后进行特征减少。对数据的休假交叉验证在分类中,单独为脑电图,GSR和PPG分析(72.75 %,69.30 %分别为64.75 %)显示高中中值准确性。(分别为72.75 %,6.75 %),这进一步增强至77.25 %通过使用特征级融合。引入了从受试者的击键中导出的新型度量来量化实时应力。将具有实时应力度量的EEG特征相关的个人回归模型在预测和实际值之间的预测和实际值之间的相关性和低p值展示了高相关和低p值。

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