Evidence map›Paper›PMID 33809797›Full record

ArticleBrain sciences2021

Exploring EEG Characteristics to Identify Emotional Reactions under Videogame Scenarios.

Laura Alejandra Martínez-Tejada, Alex Puertas-González, Natsue Yoshimura, Yasuharu Koike

Abstract read
In one paragraph

Article in Brain sciences, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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3 · Its place in the literature

Who cites it

5 citing papers in PubMed.

  1. Article
  2. Article
  3. EEG-Based Engagement Monitoring in Cognitive Games.Sensors (Basel, Switzerland) · 2025
    Article
  4. Article
  5. [Research on emotion recognition method based on IWOA-ELM algorithm for electroencephalogram].Sheng wu yi xue gong cheng xue za zhi = Journal of biomedical engineering = Shengwu yixue gongchengxue zazhi · 2024
    Article
4 · The record

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5 · Who and what money

Authors and funding

4 authors.

Laura Alejandra Martínez-TejadaFIRST Institute of Innovative Research, Tokyo Institute of Technology, Yokohama, Kanagawa 226-8503, Japan.ORCID 0000-0003-2373-6312
Alex Puertas-GonzálezSystem Engineering and Computation School, Universidad Pedagógica y Tecnológica de Colombia, Santiago de Tunja 150007, Colombia.
Natsue YoshimuraFIRST Institute of Innovative Research, Tokyo Institute of Technology, Yokohama, Kanagawa 226-8503, Japan.
Yasuharu KoikeFIRST Institute of Innovative Research, Tokyo Institute of Technology, Yokohama, Kanagawa 226-8503, Japan.

Funding

Tateishi Science and Technology Foundation 2188001
6 · The paper itself

Abstract

In this article we present the study of electroencephalography (EEG) traits for emotion recognition process using a videogame as a stimuli tool, and considering two different kind of information related to emotions: arousal-valence self-assesses answers from participants, and game events that represented positive and negative emotional experiences under the videogame context. We performed a statistical analysis using Spearman's correlation between the EEG traits and the emotional information. We found that EEG traits had strong correlation with arousal and valence scores; also, common EEG traits with strong correlations, belonged to the theta band of the central channels. Then, we implemented a regression algorithm with feature selection to predict arousal and valence scores using EEG traits. We achieved better result for arousal regression, than for valence regression. EEG traits selected for arousal and valence regression belonged to time domain (standard deviation, complexity, mobility, kurtosis, skewness), and frequency domain (power spectral density-PDS, and differential entropy-DE from theta, alpha, beta, gamma, and all EEG frequency spectrum). Addressing game events, we found that EEG traits related with the theta, alpha and beta band had strong correlations. In addition, distinctive event-related potentials where identified in the presence of both types of game events. Finally, we implemented a classification algorithm to discriminate between positive and negative events using EEG traits to identify emotional information. We obtained good classification performance using only two traits related with frequency domain on the theta band and on the full EEG spectrum.

Indexed as

classificationcorrelationEEG signalsemotion recognitionhuman-computer interactionregressionvideogame

Identifiers

PMID33809797
PMCPMC8002589

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.