Evidence map›Paper›PMID 39640690›Full record

ArticleHeliyon2024

Virtual reality-enabled high-performance emotion estimation with the most significant channel pairs.

Yaşar Daşdemir

Abstract read
In one paragraph

Article in Heliyon, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

1 author.

Yaşar DaşdemirDepartment of Computer Engineering, Erzurum Technical University, Erzurum, 25050, Turkey.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Human-computer interface (HCI) and electroencephalogram (EEG) signals are widely used in user experience (UX) interface designs to provide immersive interactions with the user. In the context of UX, EEG signals can be used within a metaverse system to assess user engagement, attention, emotional responses, or mental workload. By analyzing EEG signals, system designers can tailor the virtual environment, content, or interactions in real time to optimize UX, improve immersion, and personalize interactions. However, in this case, in addition to the signals' processing cost and classification accuracy, cybersickness in Virtual Reality (VR) systems needs to be resolved. At this point, channel selection methods can perform better for HCI and UX applications by reducing noisy and redundant information in generally unrelated EEG channels. For this purpose, a new method for EEG channel selection based on phase-locking value (PLV) analysis is proposed. We hypothesized that there are interactions between EEG channels in terms of PLV in repeated tasks in different trials of the emotion estimation experiment. Subsequently, frequency-based features were extracted. The features were classified by dividing them into bags using the Multiple-Instance Learning (MIL) variant. This study provides higher classification performance using fewer EEG channels for emotion prediction. The performance rate obtained in binary classification with the Random Forests (RF) algorithm is at a promising level of 99%. The proposed method achieved an accuracy of 99.38% for valence using all channels on the new dataset (VREMO) and 98.13% with channel selection. The benchmark dataset (DEAP) achieved accuracies of 98.16% using all channels and 98.13% with selected channels.

Indexed as

Channel selectionCybersicknessPermutation testPhase-locking value (PLV)Two-level classificationVirtual reality

Identifiers

PMID39640690
PMCPMC11619973

What OpenQuestion holds

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LicenceCC BY-NC
Read underepoch 390

Registered trials

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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.