A Deep CNN System for Classification of Emotions Using EEG Signals

Jacqueline Heaton, S. Givigi
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引用次数: 1

Abstract

Emotion classification has many applications in human-computer interaction, and is a necessary mode of communication for many different tasks where humans and robots must work together or in close quarters. When working with people who have trouble using verbal communication, or when it is unrealistic to expect verbal communication, robots must still be capable of taking the person’s emotions into account, whether through facial cues, body language, or other signals. Electroencephalograms are capable of capturing the signals of the brain, which can be processed and classified using various artificial intelligence architectures. In this paper, a deep convolutional neural network is applied to an emotion classification task, where it successfully learns to identify six second windows as one of four emotions: boredom, relaxation, horror, and humour. The neural network is applied to 14 individuals and a high accuracy of nearly 100% is achieved when the test data is chosen randomly from the dataset. A study is performed to find what conditions in the data are necessary for high classification accuracy. The emotion data was collected from subjects as they played four games of different genres, designed to evoke one emotion out of boredom, relaxation, humour, or fear, as assessed by the professional game critic services.
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利用脑电图信号进行情绪分类的深度CNN系统
情感分类在人机交互中有许多应用,并且是人类和机器人必须一起工作或近距离工作的许多不同任务的必要交流模式。当与语言交流有困难的人一起工作时,或者当期望语言交流不现实时,机器人仍然必须能够考虑到人的情绪,无论是通过面部线索、肢体语言还是其他信号。脑电图能够捕获大脑的信号,这些信号可以使用各种人工智能架构进行处理和分类。在本文中,深度卷积神经网络被应用于一个情绪分类任务,它成功地学会了将六个秒窗口识别为四种情绪之一:无聊、放松、恐怖和幽默。该神经网络应用于14个个体,当从数据集中随机选择测试数据时,达到了接近100%的高精度。研究数据中哪些条件对高分类精度是必要的。这些情绪数据是在实验对象玩四款不同类型的游戏时收集的,这些游戏的设计目的是唤起一种来自无聊、放松、幽默或恐惧的情绪,并由专业游戏评论服务机构进行评估。
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