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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Probabilistic Approach for Detection and Analysis of Cognitive Flow</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Debatri Chatterjee, Aniruddha Sinha, Meghamala Sinha</string-name>
          <email>aniruddha.s@tcs.com</email>
          <email>debatri.chatterjee@tcs.com</email>
          <email>meghamala.sinha@gmail.com</email>
          <email>{debatri.chatterjee, aniruddha.s}@tcs.com, meghamala.sinha@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sanjoy Kumar Saha</string-name>
          <email>sks_ju@yahoo.co.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science &amp; Engineering, Jadavpur University</institution>
          ,
          <addr-line>Kolkata</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TCS Research, Tata Consultancy Services Ltd.</institution>
          ,
          <addr-line>Kolkata</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p />
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>A performer may undergo a task with varying
difficulty level. It is important to know the mental
state in order to maintain the optimum level of
performance. The mental state of an individual
varies according to their IQ levels, task
difficulties or other psychological or
environmental reasons. We have tried to measure
the cognitive state of individuals, while they are
performing tasks of various complexity levels,
using physiological responses like brain
activation, heart rate variability and galvanic skin
response. In this paper we have proposed a
Bayesian network based model to
probabilistically evaluate the cognitive state of an
individual from the difficulty levels of the tasks,
IQ level of the individual and observations made
using the physiological sensing. Twenty subjects
with various IQ levels are asked to play a
modified Tower of London (TOL) game having
three complexity levels: low, medium and high.
The sensor data collected have been used to train
the Bayesian model for generating the conditional
probability distribution for the desired cognitive
state. Results show that it can be used as a tool to
determine the current cognitive state of any
individual, provided we know their IQ score. In
case of any contradiction between the desired
cognitive state (obtained from prior knowledge)
and the observed cognitive state (obtained during
testing), the personal insights of a performer is
analyzed.</p>
      <p>
        INTRODUCTION
Cognitive flow is defined as a state of mind which is
achieved while a person is performing a task with complete
concentration and engagement. This state is closely related
to the balance between the challenge of any task and the
skill of the person executing the task. If the task difficulty
is low compared to the held skill level of an individual, the
person tends to be in the bored state (
        <xref ref-type="bibr" rid="ref8">Csíkszentmihályi,
Mihály, 1990</xref>
        ). Alternatively, if the task difficulty is high,
and the skill level is low, the person is supposed to be in
the anxiety state. However, if the skill and task difficulty
level matches, the person enter Flow states i.e. a state of
focused concentration with a sense of enjoyment
(Csíkszentmihályi, Mihály, 1997), (Csíkszentmihályi,
Mihály, 1999). In our case, the skill level of an individual
is directly related to his or her IQ level and is treated as the
prior knowledge of the individual. On the other hand, the
challenge of the task is synonymous to the task difficulty
level. Hence the flow-boredom state can be represented as
shown in Figure 1.
For a better learning experience, it is necessary for students
to remain in the flow state throughout the session. It is a
challenging task to create an environment which is
enjoyable to a student and attracts complete attention as
well as keep them motivated. To achieve this it is important
to detect whether the student is in their flow state based on
which we can induce a tailored learning environment.
Present state of the art literature suggests using standard
flow state questionnaires for measuring flow state. This
method is indirect and might be biased. A more reliable
approach would be to estimate the flow state based on
physiological changes in an individual
        <xref ref-type="bibr" rid="ref44 ref6">(Sinha, Aniruddha,
et al, 2015)</xref>
        .
      </p>
      <p>
        In this paper, our main purpose is to detect the cognitive
flow with the help of physiological signals and
probabilistic reasoning models. In order to do this, a
modified Tower of London game
        <xref ref-type="bibr" rid="ref39 ref40 ref41">(Schnirman, Geoffrey
M., Marilyn C. Welsh, and Paul D. Retzlaff, 1998)</xref>
        is
implemented for various difficulty levels in PEBL: The
Psychology Experiment Building Language
        <xref ref-type="bibr" rid="ref30">(Mueller,
Shane T., and Brian J. Piper, 2014)</xref>
        .
      </p>
      <p>
        Our work mainly consists of following phases –
(i) Extraction and analysis of data from various
physiological sensors like Electro-encephalogram (EEG),
Heart-rate variability (HRV) and Galvanic Skin response
(GSR) while a participant is performing a standard
psychometric test of various difficulty levels.
(ii) Creating a Bayesian Network (BN) framework with
the objective to correlate the nodes based on sensor data as
mentioned in previous step with the state nodes by using
data obtained in step (i).
(iii) Validation of BN based model for test data
We have used the Bayesian Network based model because
it provides a theoretically efficient and consistent
mechanism for processing imprecise and uncertain
information. Although there has been a growing interest
among researchers to use BN in the field of education and
student knowledge evaluation
        <xref ref-type="bibr" rid="ref7">(Chrysafiadi, K. and Virvou,
M, 2013)</xref>
        , very little work has been done to model EEG and
other physiological sensor data. We have created a model
for our problem domain by representing a high level
probability distribution over a set of random variable
denoting the different states which have direct
dependencies among themselves. Conditional probability
tables for each node are updated based on the sensor data.
The paper is organized as follows-. In section 2, we have
given a brief summary of existing approaches adopted for
analysing flow state and related works. In section 3, we
have described the design of the game, experimental setup,
methodologies for the analysis of sensor data and
construction of Bayesian network. Section 4, presents the
analysis of results that we achieved from the experiments.
Finally in section 5, we have concluded and have provided
the future prospect of this work.
      </p>
      <p>
        RELATED WORK
The ‘Flow state’ has been described
        <xref ref-type="bibr" rid="ref11">(Csikszentmihályi,
Mihály; Harper &amp; Row, 2015)</xref>
        as an experience achieved
by a person while performing a task and is dependent on
the personality and ability of the person. A Flow state can
only be achieved when a person is engaged in an active
task. Passive tasks such as watching television, taking a
bath etc. do not induce flow experience
        <xref ref-type="bibr" rid="ref14">(Csikszentmihályi,
M., Larson, R., &amp; Prescott, S, 1977)</xref>
        ,
        <xref ref-type="bibr" rid="ref18 ref21">(DelleFave, A., &amp;
Bassi, M., 2000)</xref>
        . The three conditions (Csikszentmihályi,
M.; Abuhamdeh, S. &amp; Nakamura, J, 2005) that must be
satisfied to achieve flow are: (a) the task must have a clear
goal and rate of progress, (b) the task should accompany a
continuous feedback process to help the person maintain
the flow state and (c) the challenge level of the task and the
skill level of the person must be balanced. In the fields of
education, detecting the flow state of mind is important to
provide appropriate learning environment for students.
Various researches have been conducted for Flow
measurement in different domains like piano playing
        <xref ref-type="bibr" rid="ref17">(de
Manzano, Örjan, et al, 2010)</xref>
        , video-game (Kramer, Daniel,
2007), online games
        <xref ref-type="bibr" rid="ref24 ref27">(Hsu, Chin-Lung, and Hsi-Peng Lu,
2004)</xref>
        , social networking sites
        <xref ref-type="bibr" rid="ref28">(Mauri, Maurizio, et al,
2011)</xref>
        , e-commerce business
        <xref ref-type="bibr" rid="ref26">(Koufaris, Marios, 2002)</xref>
        etc.
Most of these approaches use indirect methods for
measuring flow
        <xref ref-type="bibr" rid="ref13">(Csikszentmihalyi, Mihaly, and Isabella
Selega Csikszentmihalyi, 1992)</xref>
        ,
        <xref ref-type="bibr" rid="ref36">(Novak, Thomas P., and
Donna L. Hoffman, 1997)</xref>
        ,
        <xref ref-type="bibr" rid="ref31 ref45">(Nakamura, J. and
Csíkszentmihályi, 2009)</xref>
        . The EEG is recently being used
extensively in the fields of education with the help of Brain
Computer Interface (BCI) technology (van Schaik, Paul,
Stewart Martin, and Michael Vallance, 2012). A greater
left temporal alpha activity is noticed (Kramer, Daniel,
2007) indicating the flow state of the performer in
comparison to the right temporal lobe. The mid beta and
theta activity also have a distinctive effect on performance
whereas no significant effect was found in the delta
waveforms. Higher alpha activity coupled with lower beta
activity to characterize the flow state
        <xref ref-type="bibr" rid="ref28">(Mauri, Maurizio, et
al, 2011)</xref>
        . Researchers are attempting to measure boredom,
anxiety etc. from EEG signals
        <xref ref-type="bibr" rid="ref3 ref4 ref7">(Chanel Guillaume et. al,
2008 and Berta Riccardo et.al, 2013)</xref>
        . Recently low cost
devices are being used for analysing the effect of various
elementary cognitive tasks
        <xref ref-type="bibr" rid="ref44 ref6">(Chatterjee, Debatri et al.,
2015)</xref>
        . Some of these works also suggested using other
physiological responses like GSR and heart rate for
assessing the flow state
        <xref ref-type="bibr" rid="ref5">(Chaouachi, Maher and Claude
Frasson, 2010)</xref>
        . The main problem of using multichannel
physiological sensors is that, we have to find out an
appropriate mechanism for fusing the results obtained from
multiple sensors.
      </p>
      <p>
        Bayesian network
        <xref ref-type="bibr" rid="ref38">(Pearl, Judea, 1986)</xref>
        is becoming an
increasingly popular technique to model uncertain and
complex domains. Unlike classical statistical models, BN
allow the introduction of prior knowledge into models.
This prevents extraneous data to be considered which
might alter desired results. BN uses the concept of
conditional probability which is proven to be very useful in
applications to the real world problem domain, where
probability of occurrence of an event is conditionally
dependent on the probability of occurrence of a previous
event.
      </p>
      <p>
        Bayesian Network modelling has been used in the areas of
medicine
        <xref ref-type="bibr" rid="ref26">(Koufaris, Marios, 2002)</xref>
        , document
classification, information retrieval
        <xref ref-type="bibr" rid="ref24 ref27">(Luis M. de Campos,
Juan M. Fernández-Luna and Juan F. Huete, 2004)</xref>
        , image
processing, decision support system
        <xref ref-type="bibr" rid="ref19 ref36">(F.J. Díez, J. Mira, E.
Iturralde and S. Zubillaga, 1997)</xref>
        , gaming, bioinformatics
        <xref ref-type="bibr" rid="ref33">(Neapolitan, Richard, 2009)</xref>
        , gene analysis (Friedman, N.;
Linial, M.; Nachman, I.; Pe'er, D, 2000) etc.
      </p>
      <p>In the present work, BN, a desired state is derived based on
the static information namely IQ of the individual and
difficulty of the task. The estimated state is derived based
on the sensor observation while the task is performed. The
desired and the estimated state may not match as the prior
characterization of individual in an exact manner is not
possible. In that case, the model can help to decide the task
level to maintain the flow state of the individual.</p>
      <p>METHODOLOGY
This section explains the game designed and the
methodology adopted for measurement and analysis of
physiological signals and creation of BN model based on
the findings.</p>
      <p>3.1 GAME DESIGN
Tower of London (TOL) is a classical puzzle based game
used by psychologists for assessment of executive
functions and planning capabilities of an individual. We
modified the standard TOL-R (Schnirmanetal, 1998) game
for three levels of difficulties (Difficult, Moderate and
Easy) in PEBL. For a game session, a target configuration
is shown at the top of the screen as shown in fig. 2. The
goal is to move a pile of disks given at the bottom so that
the given assembly matches the target configuration shown
on the top of the screen. Participants can only move one
disk at a time, and cannot move a disk onto a pile that has
no more room (indicated by the size of the grey rectangle).
Participant has to click on the pile they want to move a disk
off, and it will move up above the piles. Next, they click on
another pile, and the disk will move down to that pile.
There is a time limit to finish each game. Participants are
instructed to finish each game within the allotted time. If
the participant fails to finish the game within the session
related time, the session ends and a new game starts.
Information like start time of the game, duration, number
of moves, total number of success etc. per session are
stored.</p>
      <p>The complexity of each game is determined with the help
of the number of different coloured disks, the minimum
number of moves needed to finish the game and the number
of available empty space among the stacks for the disk to
move around. Hence, the game complexity Gcom is defined
as,
where, N is the total number of moves, Ndisk is number of
disks in the game and Nspace and is the available number of
empty space.</p>
      <p>Screen shots for three different levels of games are shown
in Figure 2. The minimum number of moves per disk for
the low difficulty game is chosen as two and the total
number of different disk is two, the complexity for this
level of game is 3/(2+4)=0.5. Similarly, the complexities
for the medium difficulty game is 4/(3+3)=0.67 and high
difficulty game is 8/(4+2)=1.33 according to (1). These
calculations show that the complexity for each task
increases with respect to increase in difficulty level. The
number of moves and number of disks for various
complexity levels are chosen based on user feedback
collected from 20 participants who also participated in the
data collection.</p>
      <p>The low difficulty level session consist of 10 set of games
with 30 sec duration each. Similarly the medium session
consist of 6 set of games each having 30 sec duration. The
difficult session consist of 4 set of games with 30 sec
duration each. For lower complexity game it is usually
finished by most of the participants before 30 seconds,
hence the number of games for various complexity levels
are varied so that the completion time for easy, medium
and hard sessions are comparable. Finally, it is found that
for all the participants the minimum time to complete
among all types (low, medium and high) of tasks is 90
seconds, hence the corresponding sensor data are
considered for further processing.</p>
      <p>(a)
(b)
(c)</p>
    </sec>
    <sec id="sec-2">
      <title>Gcom</title>
      <p>N</p>
    </sec>
    <sec id="sec-3">
      <title>N disk</title>
    </sec>
    <sec id="sec-4">
      <title>N space</title>
      <p>(1)</p>
      <sec id="sec-4-1">
        <title>3.2 EXPERIMENTAL SETUP 3.2.1</title>
      </sec>
      <sec id="sec-4-2">
        <title>Participants</title>
        <p>We have selected a group of 20 participants of varying IQ,
from our research lab. The IQ scores are found to vary
between 80 and 131. The average age of the participants
are 22-30 years. They are all right handed male engineers
belonging to similar socio-economic background. They
had normal or corrected to normal vision. The selection is
made to reduce the participant related bias so that the
variation is only in their IQ levels.
3.2.2</p>
      </sec>
      <sec id="sec-4-3">
        <title>Data Collection</title>
        <p>
          An in house python based data capture tool is used for the
data collection. The capture tool allows participants to play
the game on a standard 17 inch computer screen placed at
a viewing distance of approximately 25 inch and
simultaneously allows to collect the EEG, GSR and
Photoplethysmogram (PPG) signals. Participants are asked
to play the game while wearing a single lead EEG device
from Neurosky1. It is a dry sensor with a lead placed in FP1
position and the grounding is done with a clip fixed to left
earlobe. We have used a GSR device from eSense2 to
record the variations in skin conductance level. All the
participants are right handed and wore the GSR sensors on
the middle and index fingers of the left hand. The right
hand is kept completely free so that they can play the game
comfortably using mouse. The oxygen saturation level and
the pulse rate are measured by the pulse oximeter from
Contec3, through the left ring finger. The devices used are
shown in Figure 3. The participants are asked to play three
session of the game (High, Low and Medium) with a
resting period of 5 min between each game. For half of the
participants the order of the game followed is high,
medium, low and for remaining half low, medium, high
sequence is followed. During the game, scores, number of
moves, duration etc. are also recorded for further analysis.
(a)
(b)
1http://neurosky.com
2https://www.mindfield.de/en/biofeedback/products/esense/esense-skinresponse
3.2.3
The standard Game-flow indicator (GFI) feedback form
has been used to assess if a participant experienced
boredom and flow experiences during the experiments and
the findings are used as the reference. This questionnaire
based feedback form described by
          <xref ref-type="bibr" rid="ref1">(Bakker, A. B, 2005)</xref>
          and
          <xref ref-type="bibr" rid="ref2">(Bakker, A. B., 2008)</xref>
          is ideal to measure level of
engagement while playing a game. For doing this, the
overall scores for both flow and boredom questionnaires
are calculated assuming 1= strongly disagree, 2= disagree,
3 = undecided, 4 = agree and 5 = strongly agree. Different
questions are asked regarding the experience of
participants while playing the game.
        </p>
        <p>The participants are asked to fill up three feedback forms,
one for each of the three games, immediately after the end
of each session. This feedback is necessary as they provide
a ground truth for cognitive flow along with the game data.
We have used the feedback forms to analyze the
contradictions which we have seen during the Bayesian
Network analysis as explained in section 3.4.</p>
      </sec>
      <sec id="sec-4-4">
        <title>3.3 SENSOR DATA ANALYSIS 3.3.1</title>
        <p>
          Skill-challenge analysis using EEG signals
In the present work, we have experimented with various
frequency band energies described by
          <xref ref-type="bibr" rid="ref25">(W. Klimesch,
1999)</xref>
          ,
          <xref ref-type="bibr" rid="ref43">(H. Sijuan, 2010)</xref>
          and time domain Hjorth
parameters as described by
          <xref ref-type="bibr" rid="ref23">(Gudmundsson, Runarsson,
Sigurdsson, Eiriksdottir, Johnsen, 2007)</xref>
          ,
          <xref ref-type="bibr" rid="ref4">(V. Carmen, et al.
2009)</xref>
          as shown in (2) and (3).
        </p>
        <p>
          F
{E , E , E , El , E m , H a , H m , H c}
(2)
The first five features are the energies in various frequency
bands namely, delta ( E as 0.5 - 4 Hz), theta ( E as 4 – 7.5
Hz), alpha ( E as 7.5 – 12.5 Hz), low-beta ( E l as 12.5 –
16 Hz) and mid-beta ( E m as 16 – 20 Hz) respectively. The
energies in each band are extracted using Welch’s power
spectral density as defined by
          <xref ref-type="bibr" rid="ref47">(Welch, Peter, 1967)</xref>
          . The
last three features in (2) are the Hjorth parameters namely
Activity ( H a ), Mobility ( H m ) and Complexity ( H c )
respectively as given in (3).
        </p>
        <p>H a
var(x(t)) H m</p>
        <p>H a ( dx(t))</p>
        <p>dt
H a (x(t))</p>
        <p>H c</p>
        <p>H m ( dx(t))</p>
        <p>dt
H m (x(t))
(3)
The galvanic skin response (GSR) is the electro-dermal
response where the skin conductance changes with the
3http://www.coopermedical.com/overnight-pulse-ox/cms-50d-plusrecording-fingertip-pulse-oximeter.html
(c)</p>
        <p>
          Here x(t) indicates the time domain signal in a window of
duration 1 sec and dx(t) is the first order derivative of the
dt
amount of secretion from the sweat glands in presence of
stressful, likeable events. Therefore GSR can be used as a
good predictor of concentration, mental workload etc. in
flow study
          <xref ref-type="bibr" rid="ref35">(Nourbakhsh, Nargess, et al, 2012)</xref>
          . During flow
experience, subjects should experience a higher
concentration and focus on the task. This can be measured
using the GSR.
        </p>
        <p>The GSR device consists of two electrodes which applies a
constant voltage to the skin. The current which then flows
through the skin can be detected. The GSR signal consists
of two components: phasic, which is the fast varying
component and tonic, which is the slow component. Both
contain important information associated with specific
physiological aspect of the mental states. The tonic
component (Tc) is calculated only by taking the inverse
transform of first few Fourier coefficients (4) and the
phasic component (Pc) is calculated by inversing the higher
order coefficient of the Fourier coefficients (5).The eSense
GSR sensor has 5Hz sampling frequency hence we have
used first 4 components (0&lt;=k&lt;=3) of the Fourier
coefficients which corresponds to 0.5Hz. The IFFT in (4)
and (5) corresponds to Inverse Fast Fourier Transform.The
tonic component (Tc) of the GSR signal is computed for
windows of duration 1 second. Next to investigate the
distribution Tc over the task interval, we compute the mean
and the kurtosis as given in (6) using N successive
windows for each task (low, medium, high). These
parameters provide the statistical information on the way
the skin conductance changes for an individual over time,
for a given task.</p>
        <p>Tc</p>
        <p>IFFT (</p>
        <p>N 1
n 0
Pc</p>
        <p>IFFT (</p>
        <p>n 0
mean(Tc (n)) , Tckurt</p>
        <p>x(n).e j( 2N )nk ) , k 0,1,2,3
N 1</p>
        <p>x(n).e j(2N )nk ) , k 4,5,...N 1
T mean
c
kurtosis(Tc (n)) , 1 n</p>
        <p>N (6)
3.3.3</p>
        <p>
          Calculation of HRV from PPG signals
Stress level can be evaluated using Heart rate variability
          <xref ref-type="bibr" rid="ref31 ref45">(J.
Taelman, S. Vandeput, A. Spaepen and S. Van Huffel,
2009)</xref>
          ,
          <xref ref-type="bibr" rid="ref30">(McDuff, Daniel, Sarah Gontarek, and Rosalind
Picard, 2014)</xref>
          . When the task challenge is low compared to
the subjects’ skill level, then the heart rate variability is
high compared to the flow state where task challenge
matches the skill. We have used the SPO2 device wearable
on the ring finger for sensing the Photoplethysmogram
(PPG) signal. We have calculated three time domain HRV
parameters namely 1) rMSSD (root mean square of
successive differences between adjacent NN intervals), 2)
SDSD (Standard deviation of successive differences
between adjacent NN intervals), 3) SDNN (Successive
difference between NN intervals) as explained in (McDuff,
2014). Out of these SDNN is found to give a better
indication of the stress level for our experiment.
(4)
(5)
        </p>
        <p>3.4 BAYESIAN NETWORK CONSTRUCTION
Our problem statements for creating the Bayesian Network
are as follows</p>
        <p>A number of random participants are performing a
task in a controlled environment.</p>
        <p>The task can be of three difficulty levels: easy,
moderate or hard.</p>
        <p>The participants are categorized based on their
intelligence levels i.e. the IQ scores.</p>
        <p>The participants can be in either of three states: flow,
boredom or anxiety.</p>
        <p>Their performance and feedback are recorded to
determine their mental state and experience.</p>
        <p>During data capture, three physiological sensors
namely EEG sensor, HRV sensor and GSR sensor are
used.</p>
        <p>Now a Bayesian Network (BN) framework is created with
the objective to diagnose and investigate the different
relationships between the sensors nodes and the state nodes
as shown in Figure 4.
Through in the Evidence nodes we can input the static
knowledge or evidence which we have in our problem
domain. In our case, we know beforehand, the IQ level of
the participants and also the difficulty levels of task they
are given. The Evidence nodes serve as parents to the
Sensor nodes, since the sensor readings are a direct causal
effect of the two conditions (IQ &amp; TD). Based on the
results obtained from sensors, we can predict the current
cognitive state of the participants. The derived state i.e. the
Emotional state (O) from the sensor reading is compared
with the Desired state (achieved from ground truth during
training) and finally a conclusion (F) is drawn based on
these two states. We have used a separate desired state in
order to compare it to the results derived from the signals
about what emotional condition the subject is currently in.
We have created the Bayesian Network in SamIam4, a
comprehensive tool for modelling and reasoning with
Bayesian networks, developed in Java by the Automated
Reasoning Group of Professor Adnan Darwiche, UCLA.
At the beginning of the experiment, the participants are
categorized based on their IQ levels measured by a
standardized IQ5 test prior to playing the game. This IQ test
is a free online test from Brainmetrix.</p>
        <p>The IQ level and the task difficulty level serve as evidence
nodes in the BN. Depending on the state of these two
nodes, the sensor readings vary. Hence all the sensor nodes
have them as immediate parents. The readings of all three
sensors are used to analysis the emotion state of the
participants and are compared to the ground truth i.e. the
desired state. If two state matches, then we can conclude
the actual state via the final outcome and that the Bayesian
Network is expected to give the correct outcome. If not,
then there is a case of contradiction caused by one of more
sensors giving faulty state. In case of a contradiction
between observed state and desired state the BN model can
be used to resolve this conflict by reasoning between the
various nodes using probabilistic queries.</p>
        <p>RESULTS AND DISCUSSIONS</p>
        <sec id="sec-4-4-1">
          <title>4.1 EEG SIGNAL ANALYSIS</title>
          <p>Various features of the EEG signals namely alpha, beta,
theta, delta, attention, meditation, Hjorth etc. for all the
experiments for all the participants are extracted using (2)
and (3). Among all features the Activity measure of Hjorth
parameter is found to be indicative of variations of brain
signals with difficulty level. The raw EEG signal is used
for calculating activity for windows of duration 1 sec and
the overall mean is taken for each session of the game of
all the participants. The results for different difficulty
levels (Low, Medium and High) are combined separately
for all the 20 participants and compared as shown in Figure
5(a). We have found good amount of separation between
three different tasks for 16 out of 20 participants. The
comparison for these selected participants are shown in
Figure 5(b).</p>
        </sec>
        <sec id="sec-4-4-2">
          <title>4.1 GSR SIGNAL ANALYSIS</title>
          <p>The GSR data is subdivided into a number of windows of
duration 1 sec. Next we calculate both tonic and phasic
power using (4) and (5).The phasic power does not show
sufficient separation between different task levels whereas
the tonic gives good separation. The mean and kurtosis of
the tonic power is calculated using (6). The plot of mean
and kurtosis of tonic component for GSR are shown in
Out of 20 participants 8 participants (6, 7, 8, 9, 10, 11, 12
and 20) played the game in high-medium-low sequence
and the remaining participants played in low-medium-high
sequence. It is evident from the plots that kurtosis performs
better than mean of the tonic power in separating the low
and high difficulty tasks.
(a)
4.2 PPG SIGNAL ANALYSIS
The PPG signal analysis does not give a clear, consistent
separation between difficulty levels of the task for all the
participants. We have plotted the successive difference
between NN intervals (SDNN) in Figure 7. For 10 out of
20 subjects there is a separation between the two SDNN
values out of which only 5 have the value for the low game
lower than the high game. Hence any substantial
information cannot be derived from this result of PPG
analysis.
4.3 BAYESIAN NETWORK ANALYSIS
The Bayesian network framework, given in Figure 4, has
been trained based on the results obtained from
physiological sensor data collected during the experiments.
The conditional probability tables associated with each
node have been updated according to the occurrence of
their respective parent node.</p>
          <p>Given a participant of a particular IQ level and solving a
game of a particular difficulty level, we have collected each
of the sensor data and have calculated their probability of
occurrence over all possible conditions. The scores of IQ
less than 89 are treated as Low IQ, scores between 90 and
109 are treated as Medium IQ and scores with 110 is treated
as High IQ. In the present study we got 6 participants
having high IQ, 9 participants having medium IQ and 5
participants having low IQ.</p>
          <p>We have used the data for 18 out of 20 participants to train
the BN. The sensor data for all the training participants (18
subjects) are classified into three levels (Low, Medium,
High) based on their observations. An example is shown
in Table 1 where the levels of the EEG sensor data are
shown for 5 training participants with High IQ, playing
three levels of games. It can be seen that for the easy game
(TD = low), all of them have low EEG feature values, for
medium game (TD = medium), one of them has high EEG
feature and similarly for difficult game (TD = high). The
probability of occurrence of each level is calculated and
updated in the respective Conditional Probability Table
(CPT) of the BN. After the training the final CPT for the
EEG node is shown in Table 2. The same rule is followed
for the rest of the sensor nodes as well.</p>
          <p>EEG level (Mean of Hjorth - Activity)
L
M
H</p>
          <p>L
H</p>
          <p>M
The data for the remaining 2 participants (having high IQ
and low IQ) are used to validate whether the BN nodes are
providing the correct results. Different combinations of
evidences for these two subjects are checked in the BN
(Figure 8 through Figure 11) and the reasons for
contradictions are explained. The states of the BN are
shown as rectangular blocks containing the percentage
equivalent of the probability values of the random
variables.
Case 1: A participant of high IQ is playing a high difficulty
level game
state without being too anxious and matches with the
Emotional State of the BN. However a contradiction is
shown in the Final Outcome indicating a deviation of the
behaviour of the participant from the expected one.
In this case we can see that the Emotional State (O)
matches with the Desired State (D) hence the final outcome
is Flow state. Also all the sensors are providing the
expected result, except the EEG feature value. The subject
used in this experiment has high IQ. From the
questionnaire based survey we have found that the
participants has reported to be sometimes in anxious state
during the high difficulty game. This could be the reason
for the EEG feature value to be very high for him. We have
found from participant’s feedback that he was mostly in the
flow state. Hence the output of the Bayesian model seems
to be correlating with the participant’s feedback.
Case 2: A participant of high IQ is playing a low difficulty
level task
In this case we can see that if a participant with high IQ is
playing a low difficulty task, the sensor nodes are
providing the desired states. This is shown in Figure 9. The
EEG feature value and GSR states are in low state as
expected, as the participant is expected to be in a relaxed
state. However, the HRV indicates a low state as opposed
to the expected high state leading to the contradiction. If a
highly intelligent participant is playing a very easy task
with low concentration (GSR=Low) then he / she might be
in a restless state which can lead to anxiety. Hence the true
mental state cannot be correctly determined.</p>
          <p>Case 3: A participant of low IQ is playing a high difficulty
level task
In this case we can see that all the states are providing the
expected result except the EEG feature value as shown in
Figure 10. The participant in this experiment has low IQ.
According to participant’s feedback, he was in the flow
Case 4: A participant of low IQ is playing a low difficulty
level task
In this case we can see that all the states are providing the
expected result except the EEG feature value as shown in
Figure 11. The participants used in this experiment has low
IQ. We have found from participants’ feedback that he was
in the relaxed state and did not find the game too difficult.
This could be the reason for the EEG feature value to be
low but with very low percentage. It can also be observed
from all the four cases that if the contradiction option is
ignored in the final outcome state, then the next highest
probability belongs to the state same as the desired state.
This shows that while the Bayesian Network provides the
correct prediction of the actual mental state, given the
sensor data and static knowledge, it also hints at the
possibility of a faulty sensor data based on the probability
of the contradiction.</p>
          <p>CONCLUSION AND FUTURE WORK
In this work we have measured the cognitive state of a
participant performing task of varying difficulty level from
brain signals and certain physiological parameters like
heart rate variability and galvanic skin response. Results
show that EEG (Hjorth-Activity) and GSR signals can be
successfully used to distinguish the performance for all the
participants in three different level tasks. On the other
hand, the analysis of the HRV data is not providing
consistent information. These results can be fused together
and analyzed along with the performance and feedback
data to get further insights of the mental state for the
participants.</p>
          <p>From our proposed Bayesian Network we need to
determine whether there is a contradiction between
observed and desired state. In case of contradiction we
need to find out whether there are any sensor(s) nodes
giving faulty data. In future a large number of participants
are to be considered for further analysis. Moreover, the
workflow of the Bayesian Network should be dynamic for
handling a large number of data. Several knowledge under
uncertainty can be determined in future by using such
probabilistic graphical models. In the area of education,
models can be designed for generating a sequence of
questions which are intermixed in difficulty level to
analyze the variation in cognitive states of an individual
during the assessment process.</p>
          <p>Acknowledgements
We are thankful to the participants who have provided their
time and inputs for the data collection for the experiments.</p>
        </sec>
      </sec>
    </sec>
  </body>
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