Abstract-We present a multimodal data set for the analysis of human affective states. The electroencephalogram (EEG) and peripheral physiological signals of 32 participants were recorded as each watched 40 one-minute long excerpts of music videos. Participants rated each video in terms of the levels of arousal, valence, like/dislike, dominance, and familiarity. For 22 of the 32 participants, frontal face video was also recorded. A novel method for stimuli selection is proposed using retrieval by affective tags from the last.fm website, video highlight detection, and an online assessment tool. An extensive analysis of the participants' ratings during the experiment is presented. Correlates between the EEG signal frequencies and the participants' ratings are investigated. Methods and results are presented for single-trial classification of arousal, valence, and like/dislike ratings using the modalities of EEG, peripheral physiological signals, and multimedia content analysis. Finally, decision fusion of the classification results from different modalities is performed. The data set is made publicly available and we encourage other researchers to use it for testing their own affective state estimation methods.
While recent research on Brain-Computer Interfaces (BCI) has highlighted their potential for many applications, they remain barely used outside laboratories. The main reason is their lack of robustness. Indeed, with current BCI, mental state recognition is usually slow and often incorrect. Spontaneous BCI (i.e., mental imagery-based BCI) often rely on mutual learning efforts by the user and the machine, with BCI users learning to produce stable ElectroEncephaloGraphy (EEG) patterns (spontaneous BCI control being widely acknowledged as a skill) while the computer learns to automatically recognize these EEG patterns, using signal processing. Most research so far was focused on signal processing, mostly neglecting the human in the loop. However, how well the user masters the BCI skill is also a key element explaining BCI robustness. Indeed, if the user is not able to produce stable and distinct EEG patterns, then no signal processing algorithm would be able to recognize them. Unfortunately, despite the importance of BCI training protocols, they have been scarcely studied so far, and used mostly unchanged for years. In this paper, we advocate that current human training approaches for spontaneous BCI are most likely inappropriate. We notably study instructional design literature in order to identify the key requirements and guidelines for a successful training procedure that promotes a good and efficient skill learning. This literature study highlights that current spontaneous BCI user training procedures satisfy very few of these requirements and hence are likely to be suboptimal. We therefore identify the flaws in BCI training protocols according to instructional design principles, at several levels: in the instructions provided to the user, in the tasks he/she has to perform, and in the feedback provided. For each level, we propose new research directions that are theoretically expected to address some of these flaws and to help users learn the BCI skill more efficiently.
Affective states, moods and emotions, are an integral part of human nature: they shape our thoughts, govern the behavior of the individual, and influence our interpersonal relationships. The last decades have seen a growing interest in the automatic detection of such states from voice, facial expression, and physiological signals, primarily with the goal of enhancing human-computer interaction with an affective component. With the advent of brain-computer interface research, the idea of affective brain-computer interfaces (aBCI), enabling affect detection from brain signals, arose. In this article, we set out to survey the field of neurophysiology-based affect detection. We outline possible applications of aBCI in a general taxonomy of brain-computer interface approaches and introduce the core concepts of affect and their neurophysiological fundamentals. We show that there is a growing body of literature that evidences the capabilities, but also the limitations and challenges of affect detection from neurophysiological activity
Abstract. Recently, the field of automatic recognition of users' affective states has gained a great deal of attention. Automatic, implicit recognition of affective states has many applications, ranging from personalized content recommendation to automatic tutoring systems. In this work, we present some promising results of our research in classification of emotions induced by watching music videos. We show robust correlations between users' self-assessments of arousal and valence and the frequency powers of their EEG activity. We present methods for single trial classification using both EEG and peripheral physiological signals. For EEG, an average (maximum) classification rate of 55.7% (67.0%) for arousal and 58.8% (76.0%) for valence was obtained. For peripheral physiological signals, the results were 58.9% (85.5%) for arousal and 54.2% (78.5%) for valence.
Workload estimation from electroencephalographic signals (EEG) offers a highly sensitive tool to adapt the human–computer interaction to the user state. To create systems that reliably work in the complexity of the real world, a robustness against contextual changes (e.g., mood), has to be achieved. To study the resilience of state-of-the-art EEG-based workload classification against stress we devise a novel experimental protocol, in which we manipulated the affective context (stressful/non-stressful) while the participant solved a task with two workload levels. We recorded self-ratings, behavior, and physiology from 24 participants to validate the protocol. We test the capability of different, subject-specific workload classifiers using either frequency-domain, time-domain, or both feature varieties to generalize across contexts. We show that the classifiers are able to transfer between affective contexts, though performance suffers independent of the used feature domain. However, cross-context training is a simple and powerful remedy allowing the extraction of features in all studied feature varieties that are more resilient to task-unrelated variations in signal characteristics. Especially for frequency-domain features, across-context training is leading to a performance comparable to within-context training and testing. We discuss the significance of the result for neurophysiology-based workload detection in particular and for the construction of reliable passive brain–computer interfaces in general.
Physiological and affective computing propose methods to improve human-machine interactions by adapting machines to the users' states. Recently, social signal processing (SSP) has proposed to apply similar methods to human-human interactions with the hope of better understanding and modeling social interactions. Most of the social signals employed are facial expressions, body movements and speech, but studies using physiological signals remain scarce. In this paper, we motivate the use of physiological signals in the context of social interactions. Specifically, we review studies which have investigated the relationship between various physiological indices and social interactions. We then propose two main directions to apply physiological SSP: using physiological signals of individual users as new social cues displayed in the group and using inter-user physiology to measure properties of the interactions such as conflict and social presence. We conclude that physiological measures have the potential to enhance social interactions and to connect people. RESEARCH HIGHLIGHTS• The work on physiological computing, affective computing and social signal processing is briefly reviewed. • Physiological indices of social interactions are reviewed in the context of social psychology and neuroscience and examples of applications are given. • Two research directions are proposed to use physiological signals for social signal processing:• the display of new physiological and social cues;• the use of multi-person physiological activity as a measure of social interactions.
Recently research into Brain-Computer Interfacing (BCI) applications for healthy users, such as games, has been initiated. But why would a healthy person use a still-unproven technology such as BCI for game interaction? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. Therefore, this chapter gives an overview of the state of the art of BCI in games and discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future
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