用于游戏用户情绪识别的生物信号对比表征学习

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Rongyang Li;Jianguo Ding;Huansheng Ning
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引用次数: 0

摘要

生物信号表征学习(BRL)在游戏用户情绪识别中起着至关重要的作用。考虑到难以从游戏用户那里获得真实情感标签,无监督BRL引起了人们的关注。然而,ERGU中的无监督BRL面临着挑战,包括有限数据导致的过拟合和样本分布不平衡导致的性能下降。面对上述挑战,我们提出了一种新的生物信号对比表征学习方法(BCRL),该方法不仅可以作为一种适用于各种生物信号形态的统一表征学习方法,而且可以推导出适用于不同下游任务的广义生物信号表征。具体来说,我们通过在嵌入层引入基于投影梯度下降(PGD)对抗攻击的扰动来解决过拟合问题,并开发了样本平衡策略(SBS)来减轻不平衡样本对性能的负面影响。此外,我们在公开数据集上进行了全面的验证实验,得出了以下关键观察结果:首先,BCRL优于所有其他方法,在1d - 2c价价、1d - 2c唤醒和2D-4 C价价/唤醒上的平均准确率分别为76.67%、71.83%和63.58%;(2)消融研究表明,PGD模块(平均准确率+7.58%)和SBS模块(平均准确率+14.60%)对不同分类的性能均有正向影响;第三,BCRL模型在不同的游戏、主题和分类器之间表现出一定的泛化能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Biosignal Contrastive Representation Learning for Emotion Recognition of Game Users
Biosignal representation learning (BRL) plays a crucial role in emotion recognition for game users (ERGU). Unsupervised BRL has garnered attention considering the difficulty in obtaining ground truth emotion labels from game users. However, unsupervised BRL in ERGU faces challenges, including overfitting caused by limited data and performance degradation due to unbalanced sample distributions. Faced with the above challenges, we propose a novel method of biosignal contrastive representation learning (BCRL) for ERGU, which not only serves as a unified representation learning approach applicable to various modalities of biosignals but also derives generalized biosignals representations suitable for different downstream tasks. Specifically, we solve the overfitting by introducing perturbations at the embedding layer based on the projected gradient descent (PGD) adversarial attacks and develop the sample balancing strategy (SBS) to mitigate the negative impact of the unbalanced sample on the performance. Further, we have conducted comprehensive validation experiments on the public dataset, yielding the following key observations: first BCRL outperforms all other methods, achieving average accuracies of 76.67%, 71.83%, and 63.58% in 1D-2 C Valence, 1D-2 C Arousal, and 2D-4 C Valence/Arousal, respectively; second, the ablation study shows that both the PGD module (+7.58% in accuracy on average) and the SBS module (+14.60% in accuracy on average) have a positive effect on the performance of different classifications; third, BCRL model exhibits the certain generalization ability across the different games, subjects and classifiers.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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