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Machine-Learning-Based Detection of Craving for Gaming Using Multimodal Physiological Signals: Validation of Test-Retest Reliability for Practical Use

机译:基于机器学习的游戏渴望渴望使用多峰生理信号的验证:测试重测可靠性的实用性验证

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摘要

Internet gaming disorder in adolescents and young adults has become an increasing public concern because of its high prevalence rate and potential risk of alteration of brain functions and organizations. Cue exposure therapy is designed for reducing or maintaining craving, a core factor of relapse of addiction, and is extensively employed in addiction treatment. In a previous study, we proposed a machine-learning-based method to detect craving for gaming using multimodal physiological signals including photoplethysmogram, galvanic skin response, and electrooculogram. Our previous study demonstrated that a craving for gaming could be detected with a fairly high accuracy; however, as the feature vectors for the machine-learning-based detection of the craving of a user were selected based on the physiological data of the user that were recorded on the same day, the effectiveness of the reuse of the machine learning model constructed during the previous experiments, without any further calibration sessions, was still questionable. This “high test-retest reliability” characteristic is of importance for the practical use of the craving detection system because the system needs to be repeatedly applied to the treatment processes as a tool to monitor the efficacy of the treatment. We presented short video clips of three addictive games to nine participants, during which various physiological signals were recorded. This experiment was repeated with different video clips on three different days. Initially, we investigated the test-retest reliability of 14 features used in a craving detection system by computing the intraclass correlation coefficient. Then, we classified whether each participant experienced a craving for gaming in the third experiment using various classifiers—the support vector machine, k-nearest neighbors (kNN), centroid displacement-based kNN, linear discriminant analysis, and random forest—trained with the physiological signals recorded during the first or second experiment. Consequently, the cravingon-craving states in the third experiment were classified with an accuracy that was comparable to that achieved using the data of the same day; thus, demonstrating a high test-retest reliability and the practicality of our craving detection method. In addition, the classification performance was further enhanced by using both datasets of the first and second experiments to train the classifiers, suggesting that an individually customized game craving detection system with high accuracy can be implemented by accumulating datasets recorded on different days under different experimental conditions.
机译:由于青少年的互联网游戏患病率高以及大脑功能和组织发生改变的潜在风险,因此青少年和年轻人的互联网游戏障碍已引起越来越多的公众关注。提示暴露疗法旨在减少或维持渴望(成瘾复发的核心因素),并广泛用于成瘾治疗。在先前的研究中,我们提出了一种基于机器学习的方法,该方法使用多模式生理信号(包括光电容积描记,皮肤电反应和眼电图)检测对游戏的渴望。我们之前的研究表明,对游戏的渴望可以以相当高的准确性被检测到。但是,由于基于同一天记录的用户生理数据选择了基于机器学习的用户渴望检测的特征向量,因此在此过程中构造的机器学习模型的重用有效性之前的实验,没有进行任何进一步的校准,仍然值得怀疑。对于渴望检测系统的实际使用而言,这种“高重测可靠性”特性非常重要,因为该系统需要重复地应用于治疗过程,以监测治疗效果。我们向九名参与者展示了三个令人上瘾的游戏的简短视频片段,在此期间记录了各种生理信号。在三天的不同视频剪辑中重复了该实验。最初,我们通过计算类内相关系数来研究渴望检测系统中使用的14个特征的重测信度。然后,我们使用各种分类器(包括支持向量机,k最近邻(kNN),基于质心位移的kNN,线性判别分析和随机森林)对第三个实验中的每个参与者是否渴望游戏进行分类。在第一个或第二个实验期间记录的生理信号。因此,对第三次实验中的渴望/不渴望状态进行了分类,其准确性与使用当日数据获得的准确性相当;因此,证明了较高的重试可靠性和我们的渴望检测方法的实用性。此外,通过使用第一次和第二次实验的数据集来训练分类器,分类性能得到了进一步增强,这表明可以通过累积不同实验条件下不同日期记录的数据集来实现具有高度准确性的个性化游戏渴望检测系统。 。

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