Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Standard

Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events. / Wulff-Jensen, Andreas; Bruni, Luis Emilio.

Advances in Neuroergonomics and Cognitive Engineering: Proceedings of the AHFE 2017 International Conference on Neuroergonomics and Cognitive Engineering, July 17–21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA. red. / Carryl Baldwin. Cham : Springer, 2018. s. 262-274.

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Harvard

Wulff-Jensen, A & Bruni, LE 2018, Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events. i C Baldwin (red.), Advances in Neuroergonomics and Cognitive Engineering: Proceedings of the AHFE 2017 International Conference on Neuroergonomics and Cognitive Engineering, July 17–21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA. Springer, Cham, s. 262-274. https://doi.org/10.1007/978-3-319-60642-2_25

APA

Wulff-Jensen, A., & Bruni, L. E. (2018). Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events. I C. Baldwin (red.), Advances in Neuroergonomics and Cognitive Engineering: Proceedings of the AHFE 2017 International Conference on Neuroergonomics and Cognitive Engineering, July 17–21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA (s. 262-274). Springer. https://doi.org/10.1007/978-3-319-60642-2_25

Vancouver

Wulff-Jensen A, Bruni LE. Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events. I Baldwin C, red., Advances in Neuroergonomics and Cognitive Engineering: Proceedings of the AHFE 2017 International Conference on Neuroergonomics and Cognitive Engineering, July 17–21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA. Cham: Springer. 2018. s. 262-274 https://doi.org/10.1007/978-3-319-60642-2_25

Author

Wulff-Jensen, Andreas ; Bruni, Luis Emilio. / Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events. Advances in Neuroergonomics and Cognitive Engineering: Proceedings of the AHFE 2017 International Conference on Neuroergonomics and Cognitive Engineering, July 17–21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA. red. / Carryl Baldwin. Cham : Springer, 2018. s. 262-274

Bibtex

@inproceedings{c5b0c014d095412daf78df4eab94f3e0,
title = "Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events",
abstract = "EEG and Eye-tracking signals have customarily been analyzed and inspected visually in order to be correlated to the controlled stimuli. This process has proven to yield valid results as long as the stimuli of the experiment are under complete control (e.g.: the order of presentation). In this study, we have recorded the subject{\textquoteright}s electroencephalogram and eye-tracking data while they were exposed to a 2D platform game. In the game we had control over the design of each level by choosing the diversity of actions (i.e. events) afforded to the player. However we had no control over the order in which these actions were undertaken. The psychophysiological signals were synchronized to these game events and used to train and test an artificial neural network in order to evaluate how efficiently such a tool can help us in establishing the correlation, and therefore differentiating among the different categories of events. The highest average accuracies were between 60.25%–72.07%, hinting that it is feasible to recognize reactions to complex uncontrolled stimuli, like game events, using artificial neural networks.",
keywords = "Faculty of Science, Artificial neural network, Machine learning, Electroencephalogram, Eye-tracking, Games, Pupillometry, Game events, Psychophysiology",
author = "Andreas Wulff-Jensen and Bruni, {Luis Emilio}",
note = "(Ekstern)",
year = "2018",
doi = "10.1007/978-3-319-60642-2_25",
language = "English",
isbn = "978-3-319-60641-5",
pages = "262--274",
editor = "Carryl Baldwin",
booktitle = "Advances in Neuroergonomics and Cognitive Engineering",
publisher = "Springer",
address = "Switzerland",

}

RIS

TY - GEN

T1 - Evaluating ANN efficiency in recognizing EEG and eye-tracking evoked potentials in visual-game-events

AU - Wulff-Jensen, Andreas

AU - Bruni, Luis Emilio

N1 - (Ekstern)

PY - 2018

Y1 - 2018

N2 - EEG and Eye-tracking signals have customarily been analyzed and inspected visually in order to be correlated to the controlled stimuli. This process has proven to yield valid results as long as the stimuli of the experiment are under complete control (e.g.: the order of presentation). In this study, we have recorded the subject’s electroencephalogram and eye-tracking data while they were exposed to a 2D platform game. In the game we had control over the design of each level by choosing the diversity of actions (i.e. events) afforded to the player. However we had no control over the order in which these actions were undertaken. The psychophysiological signals were synchronized to these game events and used to train and test an artificial neural network in order to evaluate how efficiently such a tool can help us in establishing the correlation, and therefore differentiating among the different categories of events. The highest average accuracies were between 60.25%–72.07%, hinting that it is feasible to recognize reactions to complex uncontrolled stimuli, like game events, using artificial neural networks.

AB - EEG and Eye-tracking signals have customarily been analyzed and inspected visually in order to be correlated to the controlled stimuli. This process has proven to yield valid results as long as the stimuli of the experiment are under complete control (e.g.: the order of presentation). In this study, we have recorded the subject’s electroencephalogram and eye-tracking data while they were exposed to a 2D platform game. In the game we had control over the design of each level by choosing the diversity of actions (i.e. events) afforded to the player. However we had no control over the order in which these actions were undertaken. The psychophysiological signals were synchronized to these game events and used to train and test an artificial neural network in order to evaluate how efficiently such a tool can help us in establishing the correlation, and therefore differentiating among the different categories of events. The highest average accuracies were between 60.25%–72.07%, hinting that it is feasible to recognize reactions to complex uncontrolled stimuli, like game events, using artificial neural networks.

KW - Faculty of Science

KW - Artificial neural network

KW - Machine learning

KW - Electroencephalogram

KW - Eye-tracking

KW - Games

KW - Pupillometry

KW - Game events

KW - Psychophysiology

U2 - 10.1007/978-3-319-60642-2_25

DO - 10.1007/978-3-319-60642-2_25

M3 - Article in proceedings

SN - 978-3-319-60641-5

SP - 262

EP - 274

BT - Advances in Neuroergonomics and Cognitive Engineering

A2 - Baldwin, Carryl

PB - Springer

CY - Cham

ER -

ID: 315572724