Empowering Affect-Aware Systems by Monitoring Mouse Speed and Acceleration

Katerina Tzafilkou, Dimitrios Karapiperis, Vassilios S. Verykios
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Abstract

Mouse tracking can be used as a non-obtrusive data-collection method to identify in real time the users' cognitive and emotional states. Despite the advances in the field, most studies focus on measuring decision conflict processes in typical choice-making tasks, while a framework for emotion prediction in different contexts of web interactions is missing. The present study investigates the potential of measuring a person's negative emotional state through solely mouse cursor data of speed and acceleration. A two study experiment was designed to monitor the mouse behavior of 79 participants in three different types of gaming apps: two gamified campaigns (a puzzle and a hidden-items game), and one Game-based Learning (GBL) quiz task. The collected dataset comprised 123 valid records of mouse features and self-reported emotional statements. A set of different classifiers were trained and tested, where we achieved a maximum accuracy of 81% and 83% for frustration and confusion, respectively. We also achieved higher accuracy, namely 85%, in the case of gamified tasks, excluding the GBL task, implying that further research should be conducted in this field. Our findings indicate that by analyzing speed and acceleration data, it is possible to make efficient predictions of a user's emotional state in different web activities.
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通过监测鼠标速度和加速度来增强感应系统
鼠标跟踪可以作为一种非突发性的数据收集方法,实时识别用户的认知和情绪状态。尽管在这一领域取得了进展,但大多数研究都集中在衡量典型选择任务中的决策冲突过程,而在不同网络交互背景下的情绪预测框架缺乏。本研究探讨了仅通过鼠标光标的速度和加速度数据来测量一个人的消极情绪状态的潜力。一项两项研究实验旨在监测79名参与者在三种不同类型的游戏应用程序中的鼠标行为:两个游戏化活动(谜题和隐藏物品游戏)和一个基于游戏的学习(GBL)测验任务。收集的数据集包括123条有效的鼠标特征记录和自我报告的情绪陈述。我们对一组不同的分类器进行了训练和测试,在挫折和混淆方面,我们分别达到了81%和83%的最高准确率。在游戏化任务的情况下,我们也达到了更高的准确率,即85%,不包括GBL任务,这意味着在这一领域还需要进一步的研究。我们的研究结果表明,通过分析速度和加速度数据,可以有效地预测用户在不同网络活动中的情绪状态。
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