Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering

Popular comments suggest that continuous exposure of children and adolescents to video games yields a non-benefit behavior in the players’ mental health. Contrarily, several studies have proven that commercial and serious games improve mental activity; some are used in treating psychologi...

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Main Authors: Oscar Almanza-Conejo, Juan Gabriel Avina-Cervantes, Arturo Garcia-Perez, Mario Alberto Ibarra-Manzano
Format: Article
Language:English
Published: IEEE 2024-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/10496111/
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author Oscar Almanza-Conejo
Juan Gabriel Avina-Cervantes
Arturo Garcia-Perez
Mario Alberto Ibarra-Manzano
author_facet Oscar Almanza-Conejo
Juan Gabriel Avina-Cervantes
Arturo Garcia-Perez
Mario Alberto Ibarra-Manzano
author_sort Oscar Almanza-Conejo
collection DOAJ
description Popular comments suggest that continuous exposure of children and adolescents to video games yields a non-benefit behavior in the players’ mental health. Contrarily, several studies have proven that commercial and serious games improve mental activity; some are used in treating psychological and physical disorders. This paper presents a method based on electroencephalogram signals analysis to classify multiple emotions recorded from subjects’ gameplay seasons. In the core of this study, a self-assessed labeling method is evaluated using the Force, EEG, and Emotion Labelled Dataset (FEEL) for emotion recognition tasks. Besides, a 1-D Local Binary Pattern (LBP) method transforms the EEG temporal behavior to extract time-frequency features. Complementarily, the database artifacts were removed using a novel Conflict Learning approach for machine learning models, associating the extracted samples with the subjects’ emotion labeling. A semi-supervised clustering method was employed to show the similarity between self-assessed subjects’ labels. Finally, numerical results suggested a conflict between 23 original labels, improving the classification by over 92% in accuracy for 19 self-assessed classes.
format Article
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issn 2169-3536
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publishDate 2024-01-01
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spelling doaj-art-176a5185df4246d2bc18aeb72d5afce52025-08-20T02:48:51ZengIEEEIEEE Access2169-35362024-01-0112526595266810.1109/ACCESS.2024.338735710496111Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised ClusteringOscar Almanza-Conejo0https://orcid.org/0000-0001-7621-4601Juan Gabriel Avina-Cervantes1https://orcid.org/0000-0003-1730-3748Arturo Garcia-Perez2https://orcid.org/0000-0001-7070-1855Mario Alberto Ibarra-Manzano3https://orcid.org/0000-0003-4317-0248Department of Electronics Engineering, Engineering Division of the Campus Irapuato-Salamanca, University of Guanajuato, Salamanca, MexicoDepartment of Electronics Engineering, Engineering Division of the Campus Irapuato-Salamanca, University of Guanajuato, Salamanca, MexicoDepartment of Electronics Engineering, Engineering Division of the Campus Irapuato-Salamanca, University of Guanajuato, Salamanca, MexicoDepartment of Electronics Engineering, Engineering Division of the Campus Irapuato-Salamanca, University of Guanajuato, Salamanca, MexicoPopular comments suggest that continuous exposure of children and adolescents to video games yields a non-benefit behavior in the players’ mental health. Contrarily, several studies have proven that commercial and serious games improve mental activity; some are used in treating psychological and physical disorders. This paper presents a method based on electroencephalogram signals analysis to classify multiple emotions recorded from subjects’ gameplay seasons. In the core of this study, a self-assessed labeling method is evaluated using the Force, EEG, and Emotion Labelled Dataset (FEEL) for emotion recognition tasks. Besides, a 1-D Local Binary Pattern (LBP) method transforms the EEG temporal behavior to extract time-frequency features. Complementarily, the database artifacts were removed using a novel Conflict Learning approach for machine learning models, associating the extracted samples with the subjects’ emotion labeling. A semi-supervised clustering method was employed to show the similarity between self-assessed subjects’ labels. Finally, numerical results suggested a conflict between 23 original labels, improving the classification by over 92% in accuracy for 19 self-assessed classes.https://ieeexplore.ieee.org/document/10496111/Emotion recognitiongamingconflict learningclusteringmachine learning
spellingShingle Oscar Almanza-Conejo
Juan Gabriel Avina-Cervantes
Arturo Garcia-Perez
Mario Alberto Ibarra-Manzano
Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
IEEE Access
Emotion recognition
gaming
conflict learning
clustering
machine learning
title Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
title_full Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
title_fullStr Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
title_full_unstemmed Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
title_short Emotion Recognition in Gaming Dataset to Reduce Artifacts in the Self-Assessed Labeling Using Semi-Supervised Clustering
title_sort emotion recognition in gaming dataset to reduce artifacts in the self assessed labeling using semi supervised clustering
topic Emotion recognition
gaming
conflict learning
clustering
machine learning
url https://ieeexplore.ieee.org/document/10496111/
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AT juangabrielavinacervantes emotionrecognitioningamingdatasettoreduceartifactsintheselfassessedlabelingusingsemisupervisedclustering
AT arturogarciaperez emotionrecognitioningamingdatasettoreduceartifactsintheselfassessedlabelingusingsemisupervisedclustering
AT marioalbertoibarramanzano emotionrecognitioningamingdatasettoreduceartifactsintheselfassessedlabelingusingsemisupervisedclustering