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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>EmoBrain: Playing with Emotions in the Target</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vincenzo Liberti</string-name>
          <email>vi.liberti@outlook.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Valeria Carofiglio</string-name>
          <email>valeria.carofiglio@uniba.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Berardina De Carolis</string-name>
          <email>berardina.decarolis@uni</email>
          <email>berardina.decarolis@uni ba.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fabio Abbattista</string-name>
          <email>fabio.abbattista@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer</institution>
          ,
          <addr-line>Science, Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Sensing and understanding human emotional behaviour seems to be essential to keep engaging interactions sustained over longer periods. The general purpose of this work is to implement a platform able to recognize and employ human emotions in an interactive game: The EmoBrain Interface (EI). EI interaction is a cycle of stimulus and feedbacks where the user receives a visual input and completes tasks, just controlling his emotional state by activating self-training strategies. EI has been used in the context of a serious game: Quiet Bowman (QB). QB allows the users: (i) to experience emotional behaviours and (ii) to explore the game dynamics related to emotions in order to manage their own emotional state. The outcomes seem to be encouraging. Users appreciated the game: they felt involved and committed to achieve the required goals. This encourages us to make new experiments to improve the accuracy of our classifiers and therefore the impact of the serious game on the autogenous training of the user.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Emotions are part of our everyday living and influence
many human processes such as cognition, perception, and
everyday tasks such as learning, communication and
GHItaly18: 2nd Workshop on Games-Human Interaction, May 29th, 2018,
Castiglione della Pescaia, Grosseto (Italy)
Copyright © 2018 for the individual papers by the papers' authors. Copying
permitted for private and academic purposes. This volume is published and
copyrighted by its editors.
decision-making [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Being aware of self emotional state
and start working on its regulation is important to achieve a
better wellness level, since emotion regulation can help to
mitigate emotion related biases in our everyday tasks.
Recently serious games have been used as a mean to learn
how to control and regulate emotions. Many serious games
developed in this field use biofeedback information to
display player’s emotional state and help them to train in
order to improve his own wellness.
      </p>
      <p>
        Our research work is placed in this context. We carried on
previous research [
        <xref ref-type="bibr" rid="ref2 ref3 ref4">2,3,4</xref>
        ] and developed a serious game,
called “Quiet Bowman” (QB). QB allows the users: (i) to
experience emotional behaviors; and (ii) to explore the
game dynamics related to emotions to manage their own
emotional state. This is related to the implementation of a
platform able to recognize and use user’s emotions as input
to the interactive game: The EmoBrain Interface (EI). The
EI implements a cycle of stimulus and feedback where the
user receives a visual output and completes tasks, just
controlling his emotional state, by activating autogenous
training strategies.
      </p>
      <p>
        Although there are many dimensions associated with
emotions, according to Picard [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] the two most commonly
used dimensions of emotion are valence, and arousal.
Picard also notes that the valence and arousal dimensions
are critical in games applications [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The recognition of
user’s emotional state has to be performed in an implicit
and transparent way, so as to be non-invasive and more
effective. Moreover, traditional methods, such as self-report
or interviews, are only partially useful (and concern the
preliminary research activities only), because they are based
on sampling techniques or simply on the a-posteriori user’s
perception of the game environment.
      </p>
      <p>
        We decided to couple the Emotional Brain Computer
Interfaces (EBCI) [
        <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
        ] to traditional methods.
      </p>
      <p>
        An EBCI is a particular kind of a Brain Computer Interface
(BCI). A BCI [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] is a direct communication pathway
between the brain and an external device. By means of an
electroencephalogram (EEG), it records human brain
activity in the form of electrical potentials (EPs), through
multiple electrodes that are placed on the scalp. EPs are
processed to obtain features that can be grouped into a
feature vector: Depending on the brain activity, distinctive
known patterns in the EEG appear. These are automatically
recognized by the BCI and associated with a given action
on the BCI application. The outcome of this action can be
perceived by the user in terms of application feedback. In
this case, his brain activity is consequently modulated. The
kind of EBCI mostly used in this work is the reactive EBCI
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. A reactive EBCI can send stimuli and extract
information from user’s brain elaboration. So, if during a
session game, the player has been scared or disgusted, the
EI will recognize a medium-high value for arousal with a
strongly negative valence. Otherwise, will be recognised
positive valence and high arousal, for happiness.
In the scope of our work, the feedback about the progress of
the game is a key tool: it allows the players to monitor their
performance, but it also generates new stimuli caused by
the achievement of the goal (feedback loop).
      </p>
      <p>The paper is organized as follows: in Section 2 we provide
a description of the architecture of the system. In Section 3
we illustrate the experimental study we conducted to train
and test our system. In Section 4 the results of the study are
discussed. Conclusions and future work directions are
reported in Section 5.</p>
      <p>OVERVIEW OF THE ARCHITECTURE
The EI is a distributed platform to recognize and employ
human emotions to drive an interactive system (Fig. 1). The
EI includes an input device to record user’s EEG. The brain
activity (EEG signal) is then transmitted to the BCI that
analyses and processes it for to recognize user’s emotion
following a visual stimulation. The EI also includes QB, a
serious game for autogenic training, in which the user is a
player that shoots arrows in order to hit the target
(emotional goal) and receive feedbacks, according to his
emotional state.</p>
      <p>At the beginning of the interaction, in order to alter his
emotional state, an exogenous stimulus (i.e. photos or other
multimedia content) is send to the user. The EI detects such
emotional alterations and sends feedback messages to the
user. The feedback received from the user will, in turn, be
used by him to initiate an appropriate endogenous
stimulation strategy, to achieve the emotional goal.
User Application: Quiet Bowman (QB)
In order to let EI platform handle user emotions in the
scope of an interactive game, we implemented QB. As
stated, QB is a simplified version of a serious game for
autogenous training. It is an archery game in which the
player plays with the goal of achieving an emotional state
represented in the centre of the target (emotional goal).
Four emotions could be the emotional goal: Calm,
Happiness, Anger or Sadness. We chose these emotions
because their components (valence and arousal) better
match the emotional chose values: high, medium and low
for arousal; positive, neutral and negative for valence.
Indeed, calm, for example, has neutral values for valence
and slightly low for arousal. On contrary, anger has high
arousal and a low valence. In addition, these four emotions
are commonly and clearly identified by users.</p>
      <p>The only controller in the game is user’s affective state: at
each step, the user emotion is recognized by the EI and
represented as an arrow on the target. Each step is
automatically triggered by a timer. To win the game, the
player must be able to drive his emotional state in order to
achieve the emotional goal, by activating any endogenous
stimulation strategy.</p>
      <p>A screenshot of the game can be seen in Fig. 2. Seven shots
were fired. The seventh (t7) hit the target. The messages
exchange among EI, QB and the user takes the name of
feedback loop. So, for example, let the user play whit the
emotion of Calm. At the beginning of the interaction, in
order to alter his emotional state, a picture is presented to
the user. The EI detects such emotional alterations and
sends a feedback messages to the user (an arrow in the
target: t1, in Fig.2).</p>
      <p>The feedbacks received from the user will, in turn, be used
by him to initiate an appropriate endogenous stimulation
strategy, to reach a state of quiet. In doing so, however, he
will send new data to the EI and a new arrow will be fired
from the QB. The display of the latter arrow (or the sound,
if set, for this event) on the target constitutes a new stimulus
(exogenous) for the player, who realizes that he is able to
control the bow working of his emotional state. This
induces him to elaborate endogenous stimuli which
generate the feedback chain.</p>
      <p>
        At the beginning of the interaction, game parameters can be
set. Among the other, a target emotional state (emotional
goal) is selected. According the Russell’s Circumplex
Model of Emotions [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], in the scope of our work, emotions
are represented as a combination of valence and arousal,
both ranging from low (-1) to neutral (0) to high (1) values:
A 3x3 grid is thus obtained in which only the combinations
(0, -1), (1,1), (-1,1) and (-1, -1) represent a emotional goals,
respectively calm, happiness, anger and sadness (Fig. 3.a).
According to the selected emotional goal, QB draws a
target (Fig 3.b).
Cartesian axes projected on the target, highlighting the
values 1, -1 and 0 used to identify the coordinates in which
to shoot the arrows. It should be noticed that such a
structured Cartesian pattern places the centre of the target
no longer in the coordinates (0,0), but in one of the four
aforementioned pairs, depending on the target emotion of
the game. As a consequence, the centre of the target
represents one of the possible emotions (Calm, happiness,
anger or sadness). For this reason, QB performs a last
coordinate conversion based on the total pixels, to always
get the image centered. The player has 8 chances out of 9
to make mistakes.
      </p>
      <p>Two characteristics of QB make it an application
particularly useful for our purposes:
a.</p>
      <p>Interaction level: The metaphor behind the game gives
the user a clear understanding of game rules, as well
as a clear interpretation of the effect of every move he
makes and of how far he is from achieving his goal
(winning the game). This allows to reduce the noise in
terms of reduction of emotions due to the interaction</p>
      <p>itself, which would certainly affect the progress of the
game itself.</p>
      <p>User Active participation: As an archer, the user
determines the direction of the arrows, by controlling
his emotions.</p>
      <p>
        Brain Computer Interface and Classification
The BCI is realized by BCI2000 [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. BCI2000 is widely
used in medical field and research. The main module is the
Operator which provides a user graphical interface and
allows to define parameters for each experimental session,
to start and stop recording sessions. Under the Operator
module, the Data Source Module configures the
EmotivTMEpoc Headset’s sensors (information channel)
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] used for brain activity recordings. It converts brain
activity into a long byte string to obtain a numeric value
form each sensor receiving 4 of 14 channels at 128 Hz with
a SampleBlockSize at 32; the SourceChGain, set from
manufacturer at 0.003 µV, converts the transmitted values
to the amplifier from analogic to digital for each channel.
The Data Source Module also removes most of the EEG
noise applying a low-pass filter at 30 Hz and a high-pass
filter at 0.1 Hz; then the results are stored in a .dat file
easily convertible into .csv extension for the offline
analysis. Each file is divided into a header with operative
information and a payload section that contains the raw
signals.
      </p>
      <p>
        Subsequently data are sent to the Signal Processing Module
that uses a filter-chain to analyse and process signals
(Spatial and Temporal Filter) converting it in the result
output, by using machine learning algorithms. The Signal
Processing Module used, includes a Common Average
Reference [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] several used to identify small signal sources
in very noisy recordings and a Fast Fourier Transform Filter
to extract relevant signal’s features.
      </p>
      <p>
        Two Support Vector Machine classifiers have been
implemented by LibSVM [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]: one for the valence and one
for the arousal. Although the classifiers were distinct, the
prediction schemes model and the functions were similar:
particularly the classifiers were multiclass and able to
recognize between three output classes (one for each of
three values for valence and arousal): 1, 0, -1. With a
precision of around 0.68 and recall of 0.77, classifiers sent
messages to QB that converts these values in arrow's
coordinates. To train the classifiers we recorded about
128000 examples (128 features for each one), equally
divided for each of the 3 classes both for valence and for
arousal. The magnitude of each stimulation frequency has
been used for classification. The dataset of signals recorded
was scaled and normalized by tools provided by LibSVM.
The software also includes algorithms to perform features
extraction and selection (through cross validation). The
classifiers use a kernel type rbf with gamma 1 for the 3
labels 3, 2, 1 (then converted in 1, 0, -1).
      </p>
      <p>The start-preference panel of QB is not only used to
configure the game parameters, but also to perform the
classifier training phase. It’s possible, indeed, to turn off the
gaming interaction and use only the stimuli selection
implementation. After an emotion is chosen, QB loads the
opportune initial emotional stimulus for the user. Then, we
can record brain activity while QB offers stimuli to the user
according to the chosen time and repetition settings.
EXPERIMENTAL STUDY
Approach
Each experimental session opens with a phase of data
collection on the user (pre-test) and ends with an interview
to the user (post-test). The aim of our analysis is to evaluate
the use of the interactive application in inducing chosen
emotional states. In particular, we want to evaluate the
quality of the interaction in terms of (i) effectiveness of
process and (ii) usability of the application, perceived by
users. The first evaluation reflects an objective quality of
the software in terms of objectives achieved, depending on
the heterogeneity of the users; the second, on the other
hand, is a subjective measure, linked to each user and
influenced by aspects such as satisfaction about the use of
the platform, about convenience of the devices and about
utility. How quickly the user can change his emotional state
with respect to the ongoing feedback cycles will be an
evaluation metrics.</p>
      <p>
        Experimental Setup
The experiment held in this study consisted of single
sessions (see Fig. 4). Each session was divided into two
trials, a familiarity trial and the game trial. In the familiarity
trial participants could get used to drive their emotional
state by selecting endogenous stimulation strategies, that
shoot arrows in the target, this to avoid confounding
variables such as learning a strategy to play the game. Each
game trial consisted of four repetitions of sequences (one
for each emotion among Calm, Happiness, Anger, Sadness)
starting with a relaxing time (ten seconds) followed by a
visual stimulation (five seconds) from The International
Affective Picture System (IAPS) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], followed by a
preparation time (two seconds) and lasted in 45 seconds.
Among repetitions, participants were given a break of five
minutes.
      </p>
      <p>IAPS is a database of pictures designed to provide a
standardized set of pictures for studying emotions that has
been widely used in psychological research. It is the
essential property of the IAPS that the stimulus set is
accompanied by a detailed list of average ratings of the
emotions elicited by each picture, in term of valence and
arousal. This shall enable we to previously select stimuli
eliciting a specific range of emotions: picture were chosen
with high arousal and negative valence to elicit in the user
anger-disgust, high arousal and positive valence to elicit in
the user happiness-joy, low arousal and neutral valence to
elicit in the user calm-stillness, low arousal and negative
valence to elicit sadness in the user, so that it could be
offered to the player, an initial stimulus opposed to the
emotion that is the emotional goal of the game. So far, if the
user play to the Calm (low arousal and neutral valence),
then the initial stimulus will be a picture from IAPS that
elicit at least high arousal and neutral/negative valence (i.e.
the Anger).</p>
      <p>The platform and the game ran on a PC connected to a
15.6-inch screen, placed at a distance of about forty
centimetres from the user's gaze. The PC was equipped with
a 2.40 Ghz processor, 4 GB of RAM and with Windows 10
64-bit. To avoid source of distraction, one user at time
experimented the EI interface. The data acquisition ran on
the same PC and exchanged the raw
electroencephalography (EEG) data to the platform.
Participants and Data Gathering
Ten participants (5 female and 5 male), aged between 20
and 60 (µ= 38.4; σ=15.28) participated in the experiment.
Before the experiment, each participant has been asked to
sign an informed consent and, subsequently, to answer a
preliminary questionnaire in order to set an initial profile of
the user. All participants had normal or corrected-to-normal
vision and described themselves as daily computer users.
Nobody had experience with EEG or BCIs.</p>
      <p>
        Prior to the experiment, 14 electrodes were placed
according to the international 10- 20 system [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. For the
EEG data acquisition, the EmotivTM Epoc headset was
used. According to the literature [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], during each session
EEG data was used from four frontal electrodes (AF3, AF4,
F3, F4). The EEG data was handled as in stated in section
Brain Computer Interface.
      </p>
      <p>In order to check the interaction quality in terms of the
users’ satisfaction and the perceived-from-user
effectiveness in winning the game, at the end of the
interaction each user answered a self-assessment
questionnaire. It contains 9 questions and is designed to
measure different factors linked to immersion (cognitive
involvement, emotional involvement, challenge and
control).</p>
      <p>Furthermore, some game statistics - such as for each
emotional goal, the average number of arrows shot in the
center of the target, mediated on all users, or the valence
and the arousal trend, mediated on all the repetition of all
the game sessions - were collected while participants played
the game.</p>
      <p>The valence and arousal trend would be a good indication
of how quickly users can change their emotional state with
respect to the ongoing feedback cycles.</p>
      <p>After the experiments, scores were obtained for the
immersion factors and the game statistics.</p>
      <p>RESULTS
Based on the post-questionnaire, the autogenous training
game was highly appreciated in terms of emotional
involvement, control, cognitive involvement and challenge.
The scores, expressed on a scale of values from 1 to 5,
averaged over participants, are shown in Table1.</p>
    </sec>
    <sec id="sec-2">
      <title>Emotional</title>
    </sec>
    <sec id="sec-3">
      <title>Control</title>
    </sec>
    <sec id="sec-4">
      <title>Cognitive</title>
    </sec>
    <sec id="sec-5">
      <title>Challenge</title>
      <p>µ
4.7
4.5
4.7
4.9
On average, users claim to have had fun and fully
understand how to interact with the platform. These results
are opposed to the initial skepticism about the possibility of
playing a game only by governing their emotional flow.
From the analysis of the pre-test questionnaires, these initial
impressions are more evident in users with little digital
experience. This could be linked to the classical concept of
controller, commonly understood as a tangible hardware
device (mouse, keyboard ...). About the EMOTIV device
there are differences in terms of comfort: on a scale of
values from 1 to 5 where 1 indicates extreme discomfort
and with 5 maximum comfort, the device obtains a rating of
4.5. All users have assigned values 4 or 5. The 75% of 4
were from women with long hair. Finally, only one user
complained of an excessive pressure on the head during the
use of the device, for prolonged periods.</p>
      <p>During the experiments, game statistics were collected: The
72% of the arrows were shot in the center of the target or in
a close range. Anger is the emotions for which it is easier to
activate endogenous strategies (85%); Calm follows (60%).
Activating endogenous strategies for happiness or
depression seems to be a difficult task. This is probably due
to the fact that these two emotions correspond to a mood
more than to an-event-related emotion. Furthermore,
playing with anger in the target does not seem to strain the
user, regardless of which emotions he has played
previously, during the same experiment: users needed less
time to focus on the target.</p>
      <p>
        Finally, given an emotion, in order to evaluate if and how
quickly users changed their emotional state with respect to
the ongoing feedback cycles, we calculated Pearson
correlation coefficient, with respect to detected values of
valence and arousal, over time. Table 2 shows the Pearson
coefficients, for each emotional goal, for each user.
According to our experimental setup, as the initial stimulus
will be opposed to the emotion that is the emotional goal of
the game, if users play with anger (resp. calm) in the target,
an average negative correlation (resp. positive) of valence
over the time and an average positive correlation (resp.
negative) of arousal over the time indicate a tendency to
approach the emotions of the opposite quadrant (according
to Russell's model of representation of emotions), that is a
rapprochement with the emotional goals, on average; an
average positive correlation of both valence and arousal
over the time indicate a rapprochement with the emotional
goal of happiness. Sadness is an exception: although the
arousal tends to decay on average, the valence tends to
remain positive. This may be due to the fact that when
playing with sadness, the user is called to activate an
endogenous strategy in order to move from an emotion with
a very positive valence (happiness), to an emotion with a
very negative valence (sadness), this in a playful context. In
addition, it is known that the decay of emotions depends on
the emotions itself, but also on the context in which
emotion appears [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]: in a playful context, as in our case,
happiness could be a slow-decay-emotion and therefore,
when sadness appears it is plausible that happiness is not
yet completely decayed, causing an overlapping of the two
emotions (as in “odi et amo” - microwave metaphor [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]), as
well as noise in the detection of emotions.
(V/t)/(A/t) Calm
      </p>
      <p>Happiness</p>
      <p>Anger</p>
      <p>Sadness
User1
User2
User3
User4
User5
User6
User7
User8
User9
User10
Average</p>
      <p>A final consideration: some correlation coefficients in
Table 2 have value zero. Even these cases can be
considered positive since they occurred into two different
conditions: (i) when a player has shot an arrow that almost
immediately hit the center of the target, (ii) when a large
number of arrows shot in the center of the target, when the
remaining ones were too far.</p>
      <p>CONCLUSIONS
In this paper we presented a serious game, called “Quiet
Bowman”, in which we employ human emotions for two
main purposes: (i) to experience emotional behaviors, and
(ii) to explore the game dynamics related to emotions in
order to learn how to manage one own emotional state. In
particular, the game uses a platform, the EmoBrain
Interface, to recognize emotions from EEG signals that are
used as input for the interacting with the game. The EI
interaction is a cycle of stimulus and feedbacks where the
user receives a visual input and completes tasks, just
controlling his emotional state, by activating endogenous
training strategies. The EI platform is able to recognize
emotions according to the Russell’s Circumplex Model of
Emotions using two classifiers one for the valence and the
other for the arousal dimension.</p>
      <p>Results of the study presented in the paper show that the
autogenous training game was highly appreciated in terms
of emotional involvement, control, cognitive involvement
and challenge. Moreover they show that is possible to play
a game only by governing one own emotional flow and
encourage us to make new experiments in order to improve
the accuracy of our classifiers and therefore the impact of
the serious game on the autogenous training of the user.
ACKNOWLEDGMENTS
We thank all the volunteers who participated in the study
presented in this paper.</p>
    </sec>
  </body>
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