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Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses

机译:视频游戏玩家从脑血管动力学和面部情感反应的专业知识进行单反试用

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摘要

With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. From the data collected, i.e., gamer’s fNIRS data in combination with emotional state estimation from gamer’s facial expressions, the expertise level of the gamers has been decoded per trial in a multi-modal framework comprising of unsupervised deep feature learning and classification by state-of-the-art models. The best tri-class classification accuracy is obtained using a cascade of random convolutional kernel transform (ROCKET) feature extraction method and deep classifier at 91.44%. This is the first work that aims at decoding expertise level of gamers using non-restrictive and portable technologies for brain imaging, and emotional state recognition derived from gamers’ facial expressions. This work has profound implications for novel designs of future human interactions with video games and brain-controlled games.
机译:随着视频游戏娱乐的消费需求增加,游戏行业正在探索新颖的游戏互动方式,例如在游戏和游戏玩家的认知或情感反应之间提供直接接口。在这项工作中,游戏玩家的大脑活动已经使用功能靠近红外光谱(Fnirs)进行了成像,同时他们观看了他们扮演的视频游戏(Leagends)的视频。还记录了参与者面临的视频,每个共有15项试验中的每一个都被定义为观看游戏视频。根据收集的数据,即Gamer的Fnirs数据与来自Gamer的面部表情的情绪状态估计,游戏玩家的专业级别在多模式框架中被解码,包括无监督的深度特征学习和通过状态分类 - 艺术模型。使用级联随机卷积核变换(火箭)特征提取方法和深层分类器获得最佳的三类分类准确度,91.44%。这是第一个旨在使用非限制性和便携式技术为脑成像的非限制性和便携式技术解码游戏玩家的专业知识,以及来自游戏玩家的面部表情的情感状态识别。这项工作对与视频游戏和脑控制的游戏的未来人类互动的新颖设计产生了深刻的影响。

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