感受(关键)压力:内隐式触压在模拟紧张与放松之间的情绪动态时最有效的大脑活动。

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
X. Laura Cang;Rubia R. Guerra;Bereket Guta;Paul Bucci;Laura Rodgers;Hailey Mah;Qianqian Feng;Anushka Agrawal;Karon E. MacLean
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引用次数: 0

摘要

人体内的情绪体验可能很复杂,会同时出现时变和不和谐的情绪;实时响应以估计个人情绪的设备也应随之发展。假设广义情绪以离散状态存在的模型,无法将人类情绪的动态性和个体性中固有的宝贵信息操作化。我们的多分辨率情绪自我报告程序允许按照 "紧张-放松 "量表构建情绪标签,不仅可以区分情绪是什么,还可以区分情绪是如何转变的--例如,"充满希望但压力越来越大 "与 "充满希望并开始放松"。我们训练了依赖于参与者的情境化个体经验分层模型,以比较不同模态(大脑活动和物理键盘的按键力)的情绪分类,然后在F1分数=[0.44, 0.82](偶然F1=0.22, σ = 0.01)时对分类性能进行了基准测试,并检查了表现优异的特征。值得注意的是,在对压力变化逼真的体验中的情绪演变进行分类时,来自按键力的基于压力的特征被证明是信息量更大的模式,而且考虑到侵入性以及收集和处理的便利性,这种模式也更为方便。最后,我们介绍了我们的 FEEL(力、脑电图和情绪标记)数据集,这是一个大脑活动和按键力数据的集合,标记了在紧张的电子游戏中收集到的自我报告的情绪(N=16),并开源供社区探索。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
FEELing (key)Pressed: Implicit Touch Pressure Bests Brain Activity for Modeling Emotion Dynamics in the Space Between Stressed & Relaxed
In-body lived emotional experiences can be complex, with time-varying and dissonant emotions evolving simultaneously; devices responding in real-time to estimate personal human emotion should evolve accordingly. Models assuming generalized emotions exist as discrete states fail to operationalize valuable information inherent in the dynamic and individualistic nature of human emotions. Our multi-resolution emotion self-reporting procedure allows the construction of emotion labels along the Stressed-Relaxed scale, differentiating not only what the emotions are, but how they are transitioning – e.g., “hopeful but getting stressed” vs. “hopeful and starting to relax”. We trained participant-dependent hierarchical models of contextualized individual experience to compare emotion classification by modality (brain activity and keypress force from a physical keyboard), then benchmarked classification performance at F1-scores = [0.44, 0.82] (chance $F1=0.22$ , $\sigma =0.01$ ) and examined high-performing features. Notably, when classifying emotion evolution in the context of an experience that realistically varies in stress, pressure-based features from keypress force proved to be the more informative modality, and more convenient when considering intrusiveness and ease of collection and processing. Finally, we present our FEEL (Force, EEG and Emotion-Labelled) dataset, a collection of brain activity and keypress force data, labelled with self-reported emotion collected during tense videogame play (N = 16) and open-sourced for community exploration.
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来源期刊
IEEE Transactions on Haptics
IEEE Transactions on Haptics COMPUTER SCIENCE, CYBERNETICS-
CiteScore
5.90
自引率
13.80%
发文量
109
审稿时长
>12 weeks
期刊介绍: IEEE Transactions on Haptics (ToH) is a scholarly archival journal that addresses the science, technology, and applications associated with information acquisition and object manipulation through touch. Haptic interactions relevant to this journal include all aspects of manual exploration and manipulation of objects by humans, machines and interactions between the two, performed in real, virtual, teleoperated or networked environments. Research areas of relevance to this publication include, but are not limited to, the following topics: Human haptic and multi-sensory perception and action, Aspects of motor control that explicitly pertain to human haptics, Haptic interactions via passive or active tools and machines, Devices that sense, enable, or create haptic interactions locally or at a distance, Haptic rendering and its association with graphic and auditory rendering in virtual reality, Algorithms, controls, and dynamics of haptic devices, users, and interactions between the two, Human-machine performance and safety with haptic feedback, Haptics in the context of human-computer interactions, Systems and networks using haptic devices and interactions, including multi-modal feedback, Application of the above, for example in areas such as education, rehabilitation, medicine, computer-aided design, skills training, computer games, driver controls, simulation, and visualization.
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