=Paper= {{Paper |id=Vol-1663/bmaw2016_paper_7 |storemode=property |title=A Probabilistic Approach for Detection and Analysis of Cognitive Flow |pdfUrl=https://ceur-ws.org/Vol-1663/bmaw2016_paper_7.pdf |volume=Vol-1663 |authors=Debatri Chatterjee,Aniruddha Sinha,Meghamala Sinha,Sanjoy Kumar Saha |dblpUrl=https://dblp.org/rec/conf/uai/ChatterjeeSSS16 }} ==A Probabilistic Approach for Detection and Analysis of Cognitive Flow== https://ceur-ws.org/Vol-1663/bmaw2016_paper_7.pdf
A Probabilistic Approach for Detection and Analysis of Cognitive Flow



          Debatri Chatterjee, Aniruddha Sinha, Meghamala Sinha                           Sanjoy Kumar Saha
               TCS Research, Tata Consultancy Services Ltd.                          Computer Science & Engineering,
                                Kolkata, India                                            Jadavpur University,
              Email: {debatri.chatterjee, aniruddha.s}@tcs.com,                              Kolkata, India
                       meghamala.sinha@gmail.com                                       Email: sks_ju@yahoo.co.in



                         Abstract                              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
     A performer may undergo a task with varying               person tends to be in the bored state (Csíkszentmihályi,
     difficulty level. It is important to know the mental      Mihály, 1990). Alternatively, if the task difficulty is high,
     state in order to maintain the optimum level of           and the skill level is low, the person is supposed to be in
     performance. The mental state of an individual            the anxiety state. However, if the skill and task difficulty
     varies according to their IQ levels, task                 level matches, the person enter Flow states i.e. a state of
     difficulties    or       other    psychological   or      focused concentration with a sense of enjoyment
     environmental reasons. We have tried to measure           (Csíkszentmihályi, Mihály, 1997), (Csíkszentmihályi,
     the cognitive state of individuals, while they are        Mihály, 1999). In our case, the skill level of an individual
     performing tasks of various complexity levels,            is directly related to his or her IQ level and is treated as the
     using physiological responses like brain                  prior knowledge of the individual. On the other hand, the
     activation, heart rate variability and galvanic skin      challenge of the task is synonymous to the task difficulty
     response. In this paper we have proposed a                level. Hence the flow-boredom state can be represented as
     Bayesian       network         based    model     to      shown in Figure 1.
     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                Figure 1: Flow state for IQ level and Task Difficulty
     cognitive state (obtained from prior knowledge)           For a better learning experience, it is necessary for students
     and the observed cognitive state (obtained during         to remain in the flow state throughout the session. It is a
     testing), the personal insights of a performer is         challenging task to create an environment which is
     analyzed.                                                 enjoyable to a student and attracts complete attention as
                                                               well as keep them motivated. To achieve this it is important
1.   INTRODUCTION                                              to detect whether the student is in their flow state based on
                                                               which we can induce a tailored learning environment.
Cognitive flow is defined as a state of mind which is          Present state of the art literature suggests using standard
achieved while a person is performing a task with complete     flow state questionnaires for measuring flow state. This
concentration and engagement. This state is closely related    method is indirect and might be biased. A more reliable




                                                    BMAW 2016 - Page 44 of 59
approach would be to estimate the flow state based on          Bassi, M., 2000). The three conditions (Csikszentmihályi,
physiological changes in an individual (Sinha, Aniruddha,      M.; Abuhamdeh, S. & Nakamura, J, 2005) that must be
et al, 2015).                                                  satisfied to achieve flow are: (a) the task must have a clear
In this paper, our main purpose is to detect the cognitive     goal and rate of progress, (b) the task should accompany a
flow with the help of physiological signals and                continuous feedback process to help the person maintain
probabilistic reasoning models. In order to do this, a         the flow state and (c) the challenge level of the task and the
modified Tower of London game (Schnirman, Geoffrey             skill level of the person must be balanced. In the fields of
M., Marilyn C. Welsh, and Paul D. Retzlaff, 1998) is           education, detecting the flow state of mind is important to
implemented for various difficulty levels in PEBL: The         provide appropriate learning environment for students.
Psychology Experiment Building Language (Mueller,              Various researches have been conducted for Flow
Shane T., and Brian J. Piper, 2014).                           measurement in different domains like piano playing (de
Our work mainly consists of following phases –                 Manzano, Örjan, et al, 2010), video-game (Kramer, Daniel,
                                                               2007), online games (Hsu, Chin-Lung, and Hsi-Peng Lu,
(i) Extraction and analysis of data from various               2004), social networking sites (Mauri, Maurizio, et al,
physiological sensors like Electro-encephalogram (EEG),        2011), e-commerce business (Koufaris, Marios, 2002) etc.
Heart-rate variability (HRV) and Galvanic Skin response
(GSR) while a participant is performing a standard             Most of these approaches use indirect methods for
psychometric test of various difficulty levels.                measuring flow (Csikszentmihalyi, Mihaly, and Isabella
                                                               Selega Csikszentmihalyi, 1992), (Novak, Thomas P., and
 (ii) Creating a Bayesian Network (BN) framework with          Donna L. Hoffman, 1997), (Nakamura, J. and
the objective to correlate the nodes based on sensor data as   Csíkszentmihályi, 2009). The EEG is recently being used
mentioned in previous step with the state nodes by using       extensively in the fields of education with the help of Brain
data obtained in step (i).                                     Computer Interface (BCI) technology (van Schaik, Paul,
(iii) Validation of BN based model for test data               Stewart Martin, and Michael Vallance, 2012). A greater
                                                               left temporal alpha activity is noticed (Kramer, Daniel,
We have used the Bayesian Network based model because          2007) indicating the flow state of the performer in
it provides a theoretically efficient and consistent           comparison to the right temporal lobe. The mid beta and
mechanism for processing imprecise and uncertain               theta activity also have a distinctive effect on performance
information. Although there has been a growing interest        whereas no significant effect was found in the delta
among researchers to use BN in the field of education and      waveforms. Higher alpha activity coupled with lower beta
student knowledge evaluation (Chrysafiadi, K. and Virvou,      activity to characterize the flow state (Mauri, Maurizio, et
M, 2013), very little work has been done to model EEG and      al, 2011). Researchers are attempting to measure boredom,
other physiological sensor data. We have created a model       anxiety etc. from EEG signals (Chanel Guillaume et. al,
for our problem domain by representing a high level            2008 and Berta Riccardo et.al, 2013). Recently low cost
probability distribution over a set of random variable         devices are being used for analysing the effect of various
denoting the different states which have direct                elementary cognitive tasks (Chatterjee, Debatri et al.,
dependencies among themselves. Conditional probability         2015). Some of these works also suggested using other
tables for each node are updated based on the sensor data.     physiological responses like GSR and heart rate for
The paper is organized as follows-. In section 2, we have      assessing the flow state (Chaouachi, Maher and Claude
given a brief summary of existing approaches adopted for       Frasson, 2010). The main problem of using multichannel
analysing flow state and related works. In section 3, we       physiological sensors is that, we have to find out an
have described the design of the game, experimental setup,     appropriate mechanism for fusing the results obtained from
methodologies for the analysis of sensor data and              multiple sensors.
construction of Bayesian network. Section 4, presents the      Bayesian network (Pearl, Judea, 1986) is becoming an
analysis of results that we achieved from the experiments.     increasingly popular technique to model uncertain and
Finally in section 5, we have concluded and have provided      complex domains. Unlike classical statistical models, BN
the future prospect of this work.                              allow the introduction of prior knowledge into models.
                                                               This prevents extraneous data to be considered which
2.   RELATED WORK                                              might alter desired results. BN uses the concept of
                                                               conditional probability which is proven to be very useful in
The ‘Flow state’ has been described (Csikszentmihályi,         applications to the real world problem domain, where
Mihály; Harper & Row, 2015) as an experience achieved          probability of occurrence of an event is conditionally
by a person while performing a task and is dependent on        dependent on the probability of occurrence of a previous
the personality and ability of the person. A Flow state can    event.
only be achieved when a person is engaged in an active
task. Passive tasks such as watching television, taking a      Bayesian Network modelling has been used in the areas of
bath etc. do not induce flow experience (Csikszentmihályi,     medicine      (Koufaris,    Marios,     2002),   document
M., Larson, R., & Prescott, S, 1977), (DelleFave, A., &        classification, information retrieval (Luis M. de Campos,




                                                   BMAW 2016 - Page 45 of 59
Juan M. Fernández-Luna and Juan F. Huete, 2004), image          where, N is the total number of moves, Ndisk is number of
processing, decision support system (F.J. Díez, J. Mira, E.     disks in the game and Nspace and is the available number of
Iturralde and S. Zubillaga, 1997), gaming, bioinformatics       empty space.
(Neapolitan, Richard, 2009), gene analysis (Friedman, N.;
                                                                Screen shots for three different levels of games are shown
Linial, M.; Nachman, I.; Pe'er, D, 2000) etc.
                                                                in Figure 2. The minimum number of moves per disk for
In the present work, BN, a desired state is derived based on    the low difficulty game is chosen as two and the total
the static information namely IQ of the individual and          number of different disk is two, the complexity for this
difficulty of the task. The estimated state is derived based    level of game is 3/(2+4)=0.5. Similarly, the complexities
on the sensor observation while the task is performed. The      for the medium difficulty game is 4/(3+3)=0.67 and high
desired and the estimated state may not match as the prior      difficulty game is 8/(4+2)=1.33 according to (1). These
characterization of individual in an exact manner is not        calculations show that the complexity for each task
possible. In that case, the model can help to decide the task   increases with respect to increase in difficulty level. The
level to maintain the flow state of the individual.             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.
3.    METHODOLOGY
                                                                 The low difficulty level session consist of 10 set of games
This section explains the game designed and the                 with 30 sec duration each. Similarly the medium session
methodology adopted for measurement and analysis of             consist of 6 set of games each having 30 sec duration. The
physiological signals and creation of BN model based on         difficult session consist of 4 set of games with 30 sec
the findings.                                                   duration each. For lower complexity game it is usually
                                                                finished by most of the participants before 30 seconds,
     3.1 GAME DESIGN                                            hence the number of games for various complexity levels
                                                                are varied so that the completion time for easy, medium
Tower of London (TOL) is a classical puzzle based game          and hard sessions are comparable. Finally, it is found that
used by psychologists for assessment of executive               for all the participants the minimum time to complete
functions and planning capabilities of an individual. We        among all types (low, medium and high) of tasks is 90
modified the standard TOL-R (Schnirmanetal, 1998) game          seconds, hence the corresponding sensor data are
for three levels of difficulties (Difficult, Moderate and       considered for further processing.
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
                                                                               (a)                           (b)
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.
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
                                                                                                (c)
as,
                                 N                              Figure 2: Screenshot of the three Tower of London games
                  Gcom                                    (1)
                          N disk  N space                                  (a) Low (b) Medium and (c) High




                                                    BMAW 2016 - Page 46 of 59
       3.2 EXPERIMENTAL SETUP                                              3.2.3     Participant Feedback Form
                                                                           The standard Game-flow indicator (GFI) feedback form
3.2.1        Participants                                                  has been used to assess if a participant experienced
We have selected a group of 20 participants of varying IQ,                 boredom and flow experiences during the experiments and
from our research lab. The IQ scores are found to vary                     the findings are used as the reference. This questionnaire
between 80 and 131. The average age of the participants                    based feedback form described by (Bakker, A. B, 2005)
are 22-30 years. They are all right handed male engineers                  and (Bakker, A. B., 2008) is ideal to measure level of
belonging to similar socio-economic background. They                       engagement while playing a game. For doing this, the
had normal or corrected to normal vision. The selection is                 overall scores for both flow and boredom questionnaires
made to reduce the participant related bias so that the                    are calculated assuming 1= strongly disagree, 2= disagree,
variation is only in their IQ levels.                                      3 = undecided, 4 = agree and 5 = strongly agree. Different
                                                                           questions are asked regarding the experience of
3.2.2        Data Collection                                               participants while playing the game.

An in house python based data capture tool is used for the                 The participants are asked to fill up three feedback forms,
data collection. The capture tool allows participants to play              one for each of the three games, immediately after the end
the game on a standard 17 inch computer screen placed at                   of each session. This feedback is necessary as they provide
a viewing distance of approximately 25 inch and                            a ground truth for cognitive flow along with the game data.
simultaneously allows to collect the EEG, GSR and                          We have used the feedback forms to analyze the
Photoplethysmogram (PPG) signals. Participants are asked                   contradictions which we have seen during the Bayesian
to play the game while wearing a single lead EEG device                    Network analysis as explained in section 3.4.
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                   3.3 SENSOR DATA ANALYSIS
earlobe. We have used a GSR device from eSense 2 to
record the variations in skin conductance level. All the                   3.3.1     Skill-challenge analysis using EEG signals
participants are right handed and wore the GSR sensors on
                                                                           In the present work, we have experimented with various
the middle and index fingers of the left hand. The right
                                                                           frequency band energies described by (W. Klimesch,
hand is kept completely free so that they can play the game
                                                                           1999), (H. Sijuan, 2010) and time domain Hjorth
comfortably using mouse. The oxygen saturation level and
                                                                           parameters as described by (Gudmundsson, Runarsson,
the pulse rate are measured by the pulse oximeter from
                                                                           Sigurdsson, Eiriksdottir, Johnsen, 2007), (V. Carmen, et al.
Contec3, through the left ring finger. The devices used are
                                                                           2009) as shown in (2) and (3).
shown in Figure 3. The participants are asked to play three
session of the game (High, Low and Medium) with a                                    F {E G , E T , E D , E lE , E mE , H a , H m , H c } (2)
resting period of 5 min between each game. For half of the                 The first five features are the energies in various frequency
participants the order of the game followed is high,                       bands namely, delta ( E G as 0.5 - 4 Hz), theta ( E T as 4 – 7.5
medium, low and for remaining half low, medium, high                       Hz), alpha ( E D as 7.5 – 12.5 Hz), low-beta ( E lE as 12.5 –
sequence is followed. During the game, scores, number of                   16 Hz) and mid-beta ( E mE as 16 – 20 Hz) respectively. The
moves, duration etc. are also recorded for further analysis.               energies in each band are extracted using Welch’s power
                                                                           spectral density as defined by (Welch, Peter, 1967). 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).
                                                                                                             dx(t )            dx(t )
                  (a)                            (b)                                                     Ha(        )      H m(       )
                                                                                Ha    var( x(t )) H m          dt     Hc         dt         (3)
                                                                                                           a                 m
                                                                                                          H ( x(t ))        H ( x(t ))
                                                                           Here x(t) indicates the time domain signal in a window of
                                                                 (c)       duration 1 sec and dx(t ) is the first order derivative of the
                                                                                                   dt
                                                                           signal.
      Figure 3: Data collection devices: (a) Neurosky EEG
     device (b) GSR device from eSense (c) Pulse oxymeter
                          from Contec                                      3.3.2     Analysis of GSR signal
                                                                           The galvanic skin response (GSR) is the electro-dermal
                                                                           response where the skin conductance changes with the

1                                                                          3
    http://neurosky.com                                                     http://www.coopermedical.com/overnight-pulse-ox/cms-50d-plus-
2
    https://www.mindfield.de/en/biofeedback/products/esense/esense-skin-       recording-fingertip-pulse-oximeter.html
       response




                                                               BMAW 2016 - Page 47 of 59
amount of secretion from the sweat glands in presence of                           3.4 BAYESIAN NETWORK CONSTRUCTION
stressful, likeable events. Therefore GSR can be used as a
good predictor of concentration, mental workload etc. in                        Our problem statements for creating the Bayesian Network
flow study (Nourbakhsh, Nargess, et al, 2012). During flow                      are as follows -
experience, subjects should experience a higher                                 x A number of random participants are performing a
concentration and focus on the task. This can be measured                            task in a controlled environment.
using the GSR.                                                                  x The task can be of three difficulty levels: easy,
                                                                                     moderate or hard.
The GSR device consists of two electrodes which applies a
                                                                                x The participants are categorized based on their
constant voltage to the skin. The current which then flows
                                                                                     intelligence levels i.e. the IQ scores.
through the skin can be detected. The GSR signal consists
of two components: phasic, which is the fast varying                            x The participants can be in either of three states: flow,
component and tonic, which is the slow component. Both                               boredom or anxiety.
contain important information associated with specific                          x Their performance and feedback are recorded to
physiological aspect of the mental states. The tonic                                 determine their mental state and experience.
component (Tc) is calculated only by taking the inverse                         x During data capture, three physiological sensors
transform of first few Fourier coefficients (4) and the                              namely EEG sensor, HRV sensor and GSR sensor are
phasic component (Pc) is calculated by inversing the higher                          used.
order coefficient of the Fourier coefficients (5).The eSense
GSR sensor has 5Hz sampling frequency hence we have                             Now a Bayesian Network (BN) framework is created with
used first 4 components (0<=k<=3) of the Fourier                                the objective to diagnose and investigate the different
coefficients which corresponds to 0.5Hz. The IFFT in (4)                        relationships between the sensors nodes and the state nodes
and (5) corresponds to Inverse Fast Fourier Transform.The                       as shown in Figure 4.
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.
                        N 1                   2S
                                         j(      ) nk
          Tc    IFFT (¦ x(n).e                 N
                                                         ) , k 0,1,2,3   (4)
                        n 0

                     N 1              2S
                                 j(      ) nk
         Pc    IFFT (¦ x(n).e          N
                                                 ) , k 4,5,...N  1      (5)
                     n 0

 Tcmean mean(Tc (n)) , Tckurt     kurtosis(Tc (n)) , 1 d n d N (6)
                                                                                          Figure 4: Proposed Bayesian Network
3.3.3     Calculation of HRV from PPG signals                                   The BN consists of three types of nodes:
Stress level can be evaluated using Heart rate variability (J.                  Evidence nodes: Task Difficulty (TD), Intelligence
Taelman, S. Vandeput, A. Spaepen and S. Van Huffel,                             Quotient (IQ)
2009), (McDuff, Daniel, Sarah Gontarek, and Rosalind
Picard, 2014). When the task challenge is low compared to                       Sensor nodes: GSR, GSR, HRV
the subjects’ skill level, then the heart rate variability is                   State nodes: Emotional State (O), Desired State (D), Final
high compared to the flow state where task challenge                            Outcome (F)
matches the skill. We have used the SPO2 device wearable
on the ring finger for sensing the Photoplethysmogram                           Through in the Evidence nodes we can input the static
(PPG) signal. We have calculated three time domain HRV                          knowledge or evidence which we have in our problem
parameters namely 1) rMSSD (root mean square of                                 domain. In our case, we know beforehand, the IQ level of
successive differences between adjacent NN intervals), 2)                       the participants and also the difficulty levels of task they
SDSD (Standard deviation of successive differences                              are given. The Evidence nodes serve as parents to the
between adjacent NN intervals), 3) SDNN (Successive                             Sensor nodes, since the sensor readings are a direct causal
difference between NN intervals) as explained in (McDuff,                       effect of the two conditions (IQ & TD). Based on the
2014). Out of these SDNN is found to give a better                              results obtained from sensors, we can predict the current
indication of the stress level for our experiment.                              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




                                                                     BMAW 2016 - Page 48 of 59
these two states. We have used a separate desired state in      Figure 6(a) and Figure 6(b). The line representing the
order to compare it to the results derived from the signals     medium difficulty game for all the subjects is found to
about what emotional condition the subject is currently in.     overlap over the other two; the separation between the
                                                                medium games across participants is not consistent. Hence
We have created the Bayesian Network in SamIam4, a
                                                                for better representation, we have only plotted the GSR for
comprehensive tool for modelling and reasoning with
                                                                high and low difficulty games.
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.
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                                         (a)
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.

4.       RESULTS AND DISCUSSIONS
       4.1 EEG SIGNAL ANALYSIS
Various features of the EEG signals namely alpha, beta,                                               (b)
theta, delta, attention, meditation, Hjorth etc. for all the
experiments for all the participants are extracted using (2)           Figure 5: Separation between Low, Medium, High
and (3). Among all features the Activity measure of Hjorth          difficulty task for the Hjorth calculation of EEG signals
parameter is found to be indicative of variations of brain                    for (a) 20 subjects and (b) 16 subjects
signals with difficulty level. The raw EEG signal is used       Out of 20 participants 8 participants (6, 7, 8, 9, 10, 11, 12
for calculating activity for windows of duration 1 sec and      and 20) played the game in high-medium-low sequence
the overall mean is taken for each session of the game of       and the remaining participants played in low-medium-high
all the participants. The results for different difficulty      sequence. It is evident from the plots that kurtosis performs
levels (Low, Medium and High) are combined separately           better than mean of the tonic power in separating the low
for all the 20 participants and compared as shown in Figure     and high difficulty tasks.
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).

       4.1 GSR SIGNAL ANALYSIS
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                                                   (a)


4                                                               5
    http://reasoning.cs.ucla.edu/samiam/                         http://www.brainmetrix.com/free-iq-test/




                                                    BMAW 2016 - Page 49 of 59
                                                                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.
                                                                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
                                (b)                             medium game (TD = medium), one of them has high EEG
                                                                feature and similarly for difficult game (TD = high). The
  Figure 6: Separation between the (a) Mean and (b)             probability of occurrence of each level is calculated and
Kurtosis of the Tonic (µS) component of GSR during the          updated in the respective Conditional Probability Table
             Low and High difficulty games.                     (CPT) of the BN. After the training the final CPT for the
                                                                EEG node is shown in Table 2. The same rule is followed
4.2 PPG SIGNAL ANALYSIS                                         for the rest of the sensor nodes as well.
The PPG signal analysis does not give a clear, consistent       Table 1: The levels for EEG Sensor data (Mean of Hjorth -
separation between difficulty levels of the task for all the    Activity) for 5 Participants with High IQ and playing three
participants. We have plotted the successive difference         levels of game (TD). Here L-Low, M-Medium, H-High.
between NN intervals (SDNN) in Figure 7. For 10 out of
                                                                     TD          EEG level (Mean of Hjorth - Activity)
20 subjects there is a separation between the two SDNN
values out of which only 5 have the value for the low game           L           L           L           L       L        L
lower than the high game. Hence any substantial
information cannot be derived from this result of PPG                M           M           H           M       M       M
analysis.                                                            H           H           M           H       H       H

                                                                Table 2: Conditional probabilities of the EEG node is
                                                                shown for the pair (TD, IQ)
                                                                 EEG      (L,H)      (M,H)       (H,H)   (L,M)   (M,M)   (H,M)

                                                                 L        0.98       0.02        0.02    0.98    0.01    0.01

                                                                 M        0.01       0.79        0.19    0.01    0.98    0.01
                                                                 H        0.01       0.19        0.79    0.01    0.01    0.98

                                                                 EEG      (L,L)      (M,L)       (H,L)

 Figure 7: Separation of the HRV(SDNN) in msec for all               L     0.5        0.25       0.25
the 20 subjects between the high and low difficulty game             M    0.25        0.5        0.25

4.3 BAYESIAN NETWORK ANALYSIS                                        H    0.25        0.25        0.5

The Bayesian network framework, given in Figure 4, has          The data for the remaining 2 participants (having high IQ
been trained based on the results obtained from                 and low IQ) are used to validate whether the BN nodes are
physiological sensor data collected during the experiments.     providing the correct results. Different combinations of
The conditional probability tables associated with each         evidences for these two subjects are checked in the BN
node have been updated according to the occurrence of           (Figure 8 through Figure 11) and the reasons for
their respective parent node.                                   contradictions are explained. The states of the BN are
Given a participant of a particular IQ level and solving a      shown as rectangular blocks containing the percentage
game of a particular difficulty level, we have collected each   equivalent of the probability values of the random
of the sensor data and have calculated their probability of     variables.




                                                    BMAW 2016 - Page 50 of 59
Case 1: A participant of high IQ is playing a high difficulty   state without being too anxious and matches with the
level game                                                      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.




   Figure 8: Bayesian Network in Query mode for the
                                                                   Figure 9: Bayesian Network in Query mode for the
  evidence Task Difficulty= High and IQ=Expert/High                evidence Task Difficulty=Low and IQ=Expert/High
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        Figure 10: Bayesian Network in Query mode for the
state. However, the HRV indicates a low state as opposed            evidence Task Difficulty= High and IQ=Poor/Low
to the expected high state leading to the contradiction. If a   Case 4: A participant of low IQ is playing a low difficulty
highly intelligent participant is playing a very easy task      level task
with low concentration (GSR=Low) then he / she might be
in a restless state which can lead to anxiety. Hence the true   In this case we can see that all the states are providing the
mental state cannot be correctly determined.                    expected result except the EEG feature value as shown in
                                                                Figure 11. The participants used in this experiment has low
Case 3: A participant of low IQ is playing a high difficulty    IQ. We have found from participants’ feedback that he was
level task                                                      in the relaxed state and did not find the game too difficult.
In this case we can see that all the states are providing the   This could be the reason for the EEG feature value to be
expected result except the EEG feature value as shown in        low but with very low percentage. It can also be observed
Figure 10. The participant in this experiment has low IQ.       from all the four cases that if the contradiction option is
According to participant’s feedback, he was in the flow         ignored in the final outcome state, then the next highest
                                                                probability belongs to the state same as the desired state.




                                                    BMAW 2016 - Page 51 of 59
This shows that while the Bayesian Network provides the        Acknowledgements
correct prediction of the actual mental state, given the
sensor data and static knowledge, it also hints at the         We are thankful to the participants who have provided their
possibility of a faulty sensor data based on the probability   time and inputs for the data collection for the experiments.
of the contradiction.
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