Gabrielle Toupin, Mohamed S. Benlamine, C. Frasson
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引用次数: 0
摘要
娱乐可以帮助调节心理障碍和认知功能。不幸的是,情绪分类算法仍然将多种积极情绪合并为一种独特的情绪,即快乐,这使得在现实生活中很难使用娱乐。在此,我们在脑电图(EEG)上训练一个长短期记忆(LSTM)来预测分类尺度上的娱乐。参与者(n=10)观看了120个不同搞笑程度的视频,并对其进行了评分,同时用Emotiv耳机记录了他们的大脑活动。根据参与者排名的百分位数,参与者的评分被分为四个类别(低、中、高和非常高)。采用嵌套交叉验证对模型进行验证。我们首先从每个参与者那里留下一个视频用于最终模型的验证,并在训练阶段使用留一组技术在未见过的参与者身上测试模型。在16个不同的视频上测试了嵌套交叉验证。我们创建了一个LSTM模型,它有5个隐藏层,手表大小为256,输入层为14 x 128(电极数量x 1秒记录),四个节点代表不同的娱乐水平。在训练阶段得到的最佳模型在未看过的视频上进行了测试。虽然验证视频之间的准确度水平略有不同(平均值=57.3%,标准差=13.7%),但我们的最佳模型获得了82,4%的准确度。这种高准确性支持使用大脑活动来预测娱乐。此外,我们设计的验证过程表明,使用该技术的模型可在参与者和视频之间转移。
Prediction of Amusement Intensity Based on Brain Activity
Amusement can help modulate psychological disorders and cognitive functions. Unfortunately, algorithms classifying emotions still combine multiple positive emotions into a unique emotion, namely joy, making it hard to use amusement in a real-life setting. Here we train a Long-Short-Term-Memory (LSTM) on electroencephalography (EEG) to predict amusement on a categorical scale. Participants (n=10) watched and rated 120 videos with various funniness levels while their brain activity was recorded with an Emotiv Headset. Participant’s ratings were divided into four bins of amusement (low, medium, high & very high) based on the participant’s ranking’s percentile. Nested cross-validation was used to validate the models. We first left out one video from each participant for the final model’s validation and a leave-one-group-out technique was used to test the model on an unseen participant during the training phase. The nested cross-validation was tested on sixteen different videos. We created an LSTM model with five hidden layers, vatch size of 256 and an input layer of 14 x 128 (number of electrodes x 1 sec of recording) and four nodes representing the different levels of amusement. The best model obtained during the training phase was tested on the unseen video. While the level of accuracy between the validation videos varies slightly (mean=57.3%, std=13.7%), our best model obtained an accuracy of 82,4%. This high accuracy supports the use of brain activity to predict amusement. Moreover, the validation process we design conveys that models using this technique are transferable across participants and videos.