Recognition and identification of aesthetic preference is indispensable in industrial design. Humans tend to pursue products with aesthetic values and make buying decisions based on their aesthetic preferences. The existence of neuromarketing is to understand consumer responses toward marketing stimuli by using imaging techniques and recognition of physiological parameters. Numerous studies have been done to understand the relationship between human, art and aesthetics. In this paper, we present a novel preference-based measurement of user aesthetics using electroencephalogram (EEG) signals for virtual 3D shapes with motion. The 3D shapes are designed to appear like bracelets, which is generated by using the Gielis superformula. EEG signals were collected by using a medical grade device, the B-Alert X10 from advance brain monitoring, with a sampling frequency of 256 Hz and resolution of 16 bits. The signals obtained when viewing 3D bracelet shapes were decomposed into alpha, beta, theta, gamma and delta rhythm by using time-frequency analysis, then classified into two classes, namely like and dislike by using support vector machines and K-nearest neighbors (KNN) classifiers respectively. Classification accuracy of up to 80 % was obtained by using KNN with the alpha, theta and delta rhythms as the features extracted from frontal channels, Fz, F3 and F4 to classify two classes, like and dislike.Keywords Neuro-aesthetics Á Electroencephalogram (EEG) Á Brain-computer interface (BCI) Á 3-Dimensional (3D) shape preference Á Aesthetic design Á Support vector machines (SVM) Á K-nearest neighbors (KNN)
Human emotions play a key role in numerous decision-making processes. The ability to correctly identify likes and dislikes as well as excitement and boredom would facilitate novel applications in neuromarketing, affective entertainment, virtual rehabilitation and forensic neuroscience that leverage on subconscious human affective states. In this neuroinformatics investigation, we seek to recognize human preferences and excitement passively through the use of electroencephalography (EEG) when a subject is presented with some 3D visual stimuli. Our approach employs the use of machine learning in the form of deep neural networks to classify brain signals acquired using a brain-computer interface (BCI). In the first part of our study, we attempt to improve upon our previous work, which has shown that EEG preference classification is possible although accuracy rates remain relatively low at 61%-67% using conventional deep learning neural architectures, where the challenge mainly lies in the accurate classification of unseen data from a cohort-wide sample that introduces inter-subject variability on top of the existing intra-subject variability. Such an approach is significantly more challenging and is known as subjectindependent EEG classification as opposed to the more commonly adopted but more time-consuming and less general approach of subject-dependent EEG classification. In this new study, we employ deep networks that allow dropouts to occur in the architecture of the neural network. The results obtained through this simple feature modification achieved a classification accuracy of up to 79%. Therefore, this study has shown that the use of a deep learning classifier was able to achieve an increase in emotion classification accuracy of between 13% and 18% through the simple adoption of the use of dropouts compared to a conventional deep learner for EEG preference classification. In the second part of our study, users are exposed to a roller-coaster experience as the emotional stimuli which are expected to evoke the emotion of excitement, while simultaneously wearing virtual reality goggles, which delivers the virtual reality experience of excitement, and an EEG headset, acquires the raw brain signals detected when exposed to this excitement stimuli. Here, a deep learning approach is used to improve the excitement detection rate to well above the 90% accuracy level. In a prior similar study, the use of conventional machine learning approaches involving k-Nearest Neighbour (kNN) classifiers and Support Vector Machines (SVM) only achieved prediction accuracy rates of between 65% and 89%. Using a deep learning approach here, rates of 78%-96% were achieved. This demonstrates the superiority of adopting a deep learning approach over other machine learning approaches for detecting human excitement when immersed in an immersive virtual reality environment.
Emotion is an important part of human and it plays important role in human communication. Nowadays, as the use of machine getting more common, the human computer interaction (HCI) has become important. The understanding of user could bring across a better aiding machine. The exploration of using EEG in understanding
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