<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>BIRAFFE: Bio-Reactions and Faces f or Emotion-based Personalization ?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Krzysztof Kutt</string-name>
          <email>kkutt@agh.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dominika Dr¡»yk</string-name>
          <email>dominika.drazyk@student.uj.edu.pl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pawe“ Jemio“o</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Szymon Bobek</string-name>
          <email>sbobek@agh.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Barbara Gi»ycka</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Victor Rodriguez-Fernandez</string-name>
          <email>victor.rodriguezf@uam.es</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Grzegorz J. Nalepa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AGH University of Science and Technology Al. Mickiewicza 30</institution>
          ,
          <addr-line>30-059 Krakow</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jagiellonian University ul. Go“ƒbia 24</institution>
          ,
          <addr-line>31-007 Krakw</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Autnoma de Madrid (UAM) 28049</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we introduce the BIRAFFE data set which is the result of the experiment in aective computing we conducted in early 2019. The experiment is part of the work aimed at the development of computer models for emotion classication and recognition. We strongly believe that such models should be personalized by design as emotional responses of dierent persons are subject to individual dierences due to their personality. In the experiment we assumed data fusion from both visual and audio stimuli both taken from standard public data bases (IADS and IAPS respectively). Moreover, we combined two paradigms. In the rst one, subjects were exposed to stimuli, and later their bodily reactions (ECG, GSR, and face expression) were recorded. In the second one the subjects played basic computer games, with the same reactions constantly recorded. We decided to make the data set publicly available to the research community using the Zenodo platform. As such, the data set contributes to the development and replication of experiments in AfC.</p>
      </abstract>
      <kwd-group>
        <kwd>aective computing</kwd>
        <kwd>personality</kwd>
        <kwd>mobile devices</kwd>
        <kwd>games</kwd>
        <kwd>benchmark</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Aective Computing (AfC) [17] is an interdisciplinary eld of study regarding
human emotions. An important thread in AfC is emotion recognition, which
requires proper understanding and modeling of this complex phenomena [
        <xref ref-type="bibr" rid="ref3 ref6">3,6</xref>
        ].
To build computer models for recognition, a proper experimental setup has to
? Copyright c 2019 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
be provided. It requires conditions where human subjects are exposed to
specic emotion evoking stimuli, and furthermore more their reactions are somehow
measured. In our work we assume the so-called James-Lange approach to
emotion modeling. It roughly assumes that the measurement of bodily reactions
to stimuli can serve as proper foundation for emotion recognition. Moreover,
in our work we assume a representation of aective data which is common in
many experiments in psychology and human-computer interaction, i.e. the two
dimensional Valence/Arousal space. Finally, for the sake of possible replication
and wider experimentation, reference data sets are published and used in the
experiments. Examples include DEAP 4, DECAF5 and others.
      </p>
      <p>This work is in fact the continuation of a longer eort in building AfC models,
previously presented on the AfCAI workshop, as well as later on in [14]. In our
work we assume the use of wearable devices as well as other sensors which
are possibly non-intrusive to the subjects. The data processing should also be
possibly conducted with the use of devices that users have with them, e.g. mobile
phones. In our works we aim at improvement of the user experience when using
mobile devices (games, cognitive assistants, etc) through the so-called aective
feedback loop between the user and the aective computer system. Moreover,
we are using games not only as one of the future area of applications, but more
importantly as a complex yet highly controllable experimental environment. Our
recent results in this regards are summarized in [15].</p>
      <p>This paper presents results of a recent experiment we conducted in early
2019, as well as the resulting data set we named BIRAFFE: Bio-Reactions
and Faces f or Emotion-based Personalization. We decided to make the data set
publicly available to the AfC research community using the Zenodo 6 platform. In
Sect. 2 we introduce our methodology. In the experiment we assumed data fusion
from both visual and audio stimuli, both taken from standard public data bases.
Moreover, we combined two paradigms. The rst where subjects are exposed
to stimuli, while their bodily reactions (ECG, GSR (Galvanic Skin Response)),
as well as face expression) are recorded. In the second one the subjects played
basic computer games, with the same reactions constantly recorded. In Sect. 3
we describe the structure of the resulting data set. Then, the paper is concluded
in Sect. 4.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Methodology</title>
      <p>Outline
206 participants (31% female) between 19 and 33 ( M = 22.02, SD = 1.96)
took part in the study 7. They were students of the Articial Intelligence Basics
4 See http://www.eecs.qmul.ac.uk/mmv/datasets/deap .
5 See http://mhug.disi.unitn.it/wp-content/DECAF
6 See: https://dx.doi.org/10.5281/zenodo.3442143 .
7 Statistics were calculated for 183 subjects for whom information about age and sex
is included in the nal dataset.
course at AGH University of Science and Technology, Krakow, Poland, as well
as their friends or family members. Participation was not an obligatory part of
the course, but one could get bonus points for it.</p>
      <p>The whole experiment lasts up to 90 minutes and consists of several phases:
1. The subject is welcomed and a participant consent is signed.
2. The subject lls out the paper-and-pen Polish adaptation [19] of the
NEO</p>
      <p>
        FFI inventory [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], used to measure the Big Five personality traits.
3. Set up of the measuring devices, headphones and a gamepad.
4. Baseline signals recording (1 minute).
5. Stimuli presentation and rating with one widget (16 minutes).
6. Aective SpaceShooter 2 game (10 minutes).
7. Stimuli presentation and rating with the second widget (16 minutes).
8. Freud me out 2 game (20 minutes).
9. The equipment is switched o and the subject’s questions are answered.
2.2
      </p>
      <sec id="sec-2-1">
        <title>Hardware</title>
        <p>Two research stands were prepared in the examination room and the subjects
sat with their backs to each other. Each of the stands consists of three elements:
PC controlled by 64-bit Windows 7 Professional with Full HD 23 LCD screen,
Beyerdynamic DT-770 Pro 32 Ohm headphones, external web camera
Creative Live! Cam Sync HD 720p and Sony PlayStation DualShock 4 gamepad
and used to display the procedure and the games. Keyboard and mouse were
used only by the researcher to start the protocol.</p>
        <p>
          BITalino (r)evolution kit 8 platform used to obtain the ECG and GSR
signals. Electrocardiogram was obtained by variation on the classical 3 leads
montage with electrodes placed in the suprasternal notch (V), under the
last rib on the left side of the body (V+) and on the pelvic iliac crest
(reference) [
          <xref ref-type="bibr" rid="ref1 ref8">1,8</xref>
          ]. GSR signal was gathered by 2 leads placed on the classical
palmar location, i.e. on the thenar eminences on the volar surface of the left
hand [
          <xref ref-type="bibr" rid="ref2 ref9">2,9</xref>
          ]. Both signals were probed with 1000 Hz sampling rate.
Laptop used to save the biosignals transmitted via Bluetooth interface from the
BITalino platform. It was decided to save the data on the second computer
in order not to aect the performance of the PC running the procedure.
Both computers were synchronized with the time.windows.com server at
the beginning of each examination day to ensure proper timestamps.
        </p>
        <p>The whole protocol (consisting of phases 4-8, see Sect. 2.1) was running
under Python 3.6 and was written with PsychoPy 3.0.6 library [16]. Both games
(phases 6 and 8) were developed in Unity (see Sect. 2.4), but their start and end
were managed automatically by the Python code. Participants were instructed
to navigate the whole protocol via gamepad. ECG and GSR signal are collected
continuously during the whole experiment. Facial photos are taken every 333
milliseconds9 while the stimulus is displayed (phases 5 and 7), and every 1 second
during the games (phases 6 and 8).</p>
      </sec>
      <sec id="sec-2-2">
        <title>8 See: https://bitalino.com/en/.</title>
        <p>9 Every 20 frames of the stimuli presentation. Stimuli is presented with 60 fps rate.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Emotion-evoking stimuli</title>
        <p>
          Standardized emotionally-evocative images and sounds from IAPS [12] and IADS [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]
datasets were used as stimuli. All of their elements have ratings in the
ValenceArousal space. These ratings were used to divide the stimuli into three groups for
the purpose of the experiment: + (positive valence and high arousal), 0 (neutral
valence and medium arousal), (negative valence and high arousal). Afterwards,
sounds and pictures were paired in two ways (60 pairs for each condition). First
condition involved consistent types of pairs (20 pairs for each type): + picture
was paired with + sound ( p+s+), 0 picture was paired with 0 sound ( p0s0 ),
and picture was paired with sound ( ps ). The second condition was
inconsistent, composed of types (30 pairs for each type): + picture matched with
sound (p+s ), and picture matched with + sound ( ps+ ).
        </p>
        <p>
          The same set of 120 stimuli pairs was used for all participants. Consistent
pairs were mixed with inconsistent ones within both stimuli sessions (phases 5
and 7) Both sessions started with the instruction and four training stimuli pairs.
Then regular stimuli pairs were presented. Each presentation lasts 6 seconds 10
and is followed by 9 seconds for aective rating. Subjects are instructed to focus
on their rst impression. Trials are separated with 1 second interval. The only
thing that distinguishes both stimuli sessions is the widget used for aective
rating. Two widgets were prepared:
Valence-arousal faces widget (emospace; see Fig. 1a) gives user the
possibility to rate emotions in 2D Valence-Arousal space (see [18] for original
widget). As a hint we also placed 8 emoticons from the AectButton [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]
(specically, we used the EmojiButton, which is less complicated
graphically [13]). Ratings are transformed into continuous values in the range [
          <xref ref-type="bibr" rid="ref1">-1,1</xref>
          ]
on both axes.
5-faces widget (emoscale; see Fig. 1b) consists of 5 emoticons and was
introduced to provide simple and intuitive method of emotion assessment. Ratings
are saved as numbers in the set {1,2,3,4,5}.
        </p>
        <p>Both widgets were controlled using the left joystick of a gamepad. They were
randomly assigned to stimuli sessions (phases 5 and 7) for each participant.
2.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Games</title>
        <p>The modied versions of two prototype aective games designed and developed
by our team were used during the study (for comprehensive overview of the
previous versions see [10]):
Aective SpaceShooter 2: the player controls a spaceship in order to bring
down as many asteroids as possible. Asteroids are spawned in series of 10.</p>
        <p>In every series there are nine gray asteroids (non-aective) worth 10 points
10 Each sound in IADS set lasts 6 seconds.
11 Widget presented as in the study (in Polish). X axis has labels negative, neutral,
positive, while Y axis has labels: high arousal and low arousal.
(b) 5-faces widget
(a) Valence-arousal faces widget 11
each, and one coloured (aective) worth 50 points. The aective ones are
connected to one of the four stimuli conditions: p+s+, ps+, p+s, ps
described in Sect. 2.3. When it is destroyed, the stimuli pair is presented
(see Fig. 2a).</p>
        <p>Freud me out 2: the player has to ght dierent enemies (worth 10-26 points)
on three levels in order to face the boss at fourth level. Players can either
use the gun to ght enemies singly or use the SuperPower a special ability
that allows to destroy multiple opponents at once. The amount of enemies
was limited to 30 (in two rst weeks of experiment) and reduced to 12 in the
next three weeks. Players can additionally collect stars, receiving 4 points
for each of them (see Fig. 2b).
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The BIRAFFE Dataset</title>
      <p>BIRAFFE dataset is available to download at Zenodo 12. It consists of a metadata
le and six archives related to dierent elements of the experiment:
BIRAFFE-metadata.csv contains short summary of each participant: age, sex,
key timestamps (procedure start/end), personality prole and information
about subsets available for given person (whether there is a BioSigs, Freud,
. . . le available for the person),
BIRAFFE-biosigs.zip contains biosignals (ECG and GSR),
BIRAFFE-procedure.zip contains a log of all the stimuli presented to a given
user (timestamp of the stimuli presentation, condition, widget, stimuli ID...),</p>
      <p>(b) Freud me out 2 gameplay
(a) Aective SpaceShooter 2
gameplay
BIRAFFE-freud.zip contains logs from the Freud me out 2 game,
BIRAFFE-space.zip contains logs from the Aective SpaceShooter 2 game,
BIRAFFE-photo.zip contains face emotions description calculated by MS Face</p>
      <p>API,
BIRAFFE-photo-full.zip contains all information available in BIRAFFE-photo.zip
but also other face-related values recognized by MS Face API, e.g. recognized
age, whether the person wears glasses, what is the color of the hair, . . .
All les have Unix timestamps which can be used for synchronization between
dierent subsets. Detailed low-level specication of all values is provided in
Sect. 3.1-3.7.</p>
      <p>The whole BIRAFFE dataset consists of data gathered from 201 out of 206
participants13. Unfortunately, for some participants some of the data were not
properly collected (see Tab. 1) due to e.g. applications crashed, Bluetooth signal
was lost, electrode contact was poor. Finally, the whole data is available for 141
subjects. We have published also the incomplete records, as in many analysis
only selected of the subsets will be used and it will not be the problem. Missing
values in all les are represented by NaN.
13 Due to the technical errors, there is no data saved for 5 subjects.
ID a randomly assigned subject ID from range {1000,9999}. It is used to
identify all subject-related les as lenames. Filenames are created according
to the format SUBxxxx-yyyy, where xxxx is the ID, and yyyy is the data
type identier (e.g. BioSigs, Freud),
PROCEDURE-BEGIN-TIMESTAMP timestamp of the procedure log le creation,
PROCEDURE-END-TIMESTAMP last timestamp of the Freud me out 2 log15,
BIOSIGS-BEGIN-TIMESTAMP;BIOSIGS-END-TIMESTAMP rst and last timestamps
from BioSigs recording,
OPENNESS;CONSCIENTIOUSNESS;EXTRAVERSION;AGREEABLENESS;NEUROTICISM
ve personality traits calculated from raw NEO-FFI results; values represent
ten scores, i.e. the possible values are in {1,2,3,. . . ,10} set and represent
standard normal distribution with M = 5:5 and SD = 2. For further analyses
they can be transformed to low (1-3), medium (4-6) and high (7-10) trait
levels,
NEO-FFI;BIOSIGS;PROCEDURE;SPACE;FREUD;PHOTOS information about
subsets available for given person, i.e. whether there is a BioSigs le, Freud le,
etc. available for the person ( Y or NaN). The NEO-FFI column only indicates
whether there is a personality prole calculated in the previous columns or
not.
3.2</p>
      <sec id="sec-3-1">
        <title>BIRAFFE-biosigs.zip</title>
        <p>Each SUBxxxx-BioSigs.csv le represents one subject and consists of one line
per each sensor recording. Values were recorded with 1 kHz frequency. The
elds contained in each line are:
TIMESTAMP;ECG;GSR
ECG signal (units: mV) gathered by BITalino, after band-pass ltration (cuto
frequency: [0.5 Hz, 20 Hz], order: 2),
14 Note that not all values are described in details, as some of them are obvious.
15 Procedure begin and end are here understood as the whole protocol, not only the
part related to the stimuli pairs presentation.</p>
        <p>GSR signal (units: S) gathered by BITalino, after median ltration (window:
100). It is important to note that the GSR signal is sensitive to changing
pressure on the gamepad: the higher the pressure, the greater the amplitude
of the GSR signal. For that reason, in the parts of the procedure where
the subject is using it (when rating emotions and playing the games), it
may not be possible to detect the dierence between the real signal and the
changing pressure caused by the use of the gamepad. However, one should
be able to use the signal in the rst part of the procedure, during the rst 6
seconds after the presentation of each stimuli, since the subject is not using
the gamepad in those intervals.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>BIRAFFE-procedure.zip</title>
        <p>Each SUBxxxx-Procedure.csv le represents one subject and consists of one
line per each stimuli presentation. The elds contained in each line are:
where:
TIMESTAMP Unix timestamp when the stimuli appeared on the screen,
COND general condition: consistent ( con) vs inconsistent (inc),
COND-DETAILS specic condition ( p0s0, p+s+, ps+, p+s, ps ),
IADS-ID;IAPS-ID IADS/IAPS IDs of stimuli. Both IADS and IAPS datasets
provide Valence/Arousal scores for each stimuli that can be used for further
analyses (these values describe emotions that were evoked by the stimuli).
Contact with the CSEA at University of Florida to obtain your own copy of
the datasets for research 16,
WIDGET-TYPE emoscale or emospace,
ANS one of {1,2,3,4,5} set for emoscale or two values (rst for valence, second
for arousal) in [ 1; 1] range for emospace,
ANS-TIME response time (0 is a moment when widget appeared on the screen);
NaN indicates that the subject has not made any choice but left the default
option.
3.4</p>
      </sec>
      <sec id="sec-3-3">
        <title>BIRAFFE-freud.zip</title>
        <p>Each SUBxxxx-Freud.json le represents one subject and consists of one
collection of name/value pairs per each game event. Each game event contains
several attributes, such as the timestamp, the type of object, type of event and
some details. An example of the contents of a game event is show below:
1 {
2
3
4
"Timestamp": Double,
Object: Event,</p>
        <p>Detail1: Value1,
16 See: https://csea.phhp.ufl.edu/media.html .</p>
        <p>Below is the full list of logged type of objects and related events
(alphabetically)17:
"Alert": "Show",
"Time": Int, # How long the alert was shown
"Content": String
"Enemy": "Death",
"ID": Int,
"By": "SuperPower"/"Gun"/"LevelEnd",
"PositionX": Float, "PositionY": Float, "PositionZ": Float,
"RotationX": Float, "RotationY": Float, "RotationZ": Float,
"RotationW": Float
"Enemy": "Spawn",
"ID": Int,
"SpawnPoint": String,
# Name of the spawn point (randomly
# placed when the game starts)</p>
      </sec>
      <sec id="sec-3-4">
        <title>Alert:</title>
        <p>
          Enemy:
"Type" and "Mechanic" combinations need further explanation. There are
four regular levels and the nal boss level. On the rst three levels you
have to face dierent monsters 18: ZomBunnies on the 1st level, ZomBears on
the 2nd level and Hellephants on the 3rd level. On these levels all mechanics
except the last one are used. "Type": -1 indicates simple monster spawned
with "RegularSpawn". Other types are spawned with "Additional[...]Spawn
"19 and indicate: easy (0), medium (1) or hard (2) enemy. On the fourth
17 Timestamp is always present, so for the sake of simplicity it is not shown here.
18 If you want to know about the storyline, see: https://afcai.re/pub:prototypes.
19 In Freud me out 2 there is no dierence between "AdditionalMediumSpawn" and
"AdditionalHardSpawn" mechanics. This is a legacy of the rst version of the game.
level "Additional[...]Spawn" always generates the hard enemy and the type
indicates whether it is ZomBunny (0), ZomBear (1) or Hellephant (2).
During the nal boss level , "mrNightmareSpawn" mechanic is used and "Type"
is used to indicate both strength and the kind of the enemy: 0 is for easy
Hellephant, 1 easy ZomBear, 2 easy ZomBunny, [
          <xref ref-type="bibr" rid="ref3 ref4 ref5">3-5</xref>
          ] medium enemies
(in the same order as easy ones), [
          <xref ref-type="bibr" rid="ref6 ref7 ref8">6-8</xref>
          ] hard enemies.
        </p>
        <p>Game:
"Game": "Over",
"Animation": "PlayerDeath"
"Game": "Introduction"/"TextLevel"/"Over"/"End"/"ScoreBoard",
"CountDown": "Text",
"ChangeTo": String # Text displayed on the screen
Joystick events are logged only during the game:
"Joystick": "Left"/"Right",
"Horizontal": Float
"Vertical": Float
Key events are logged only when user is allowed to press the key. Only keys
useful in game are logged:
"Key": "X"/"O"/"R2"
# X/O for language selection (PL vs EN),
# R2 for shooting
"Key": "L2",
"Time": Float
# used for SuperPower
# How long was pressed
# (longer press = more SuperPower)</p>
        <p>Pickup:
"Pickup": "Collected"/"Destroyed",
"ID": Int
"Pickup": "Spawn",
"ID": Int,
"SpawnPoint": String,
# Name of the spawn point (randomly
# placed when the game starts)
"Player": "Health",
"DecreaseTo": Int,
"By": "Enemy",
"ID": Int # ID of the Enemy
"Player": "SuperPower",
"Time"/"Killed"/"Alpha": Int/Float
# Alpha is the intensity
# of the visual flash
"Player": "Death",
"PositionX": Float, "PositionY": Float, "PositionZ": Float,
"RotationX": Float, "RotationY": Float, "RotationZ": Float,
"RotationW": Float
"Player": "Range"/"Health"/"TimeBetweenTwoBullets"/"DamagePerShot"/
"SuperPower",</p>
        <p>"IncreaseTo"/"DecreaseTo"/"StartingValue": Int/Float</p>
        <p>Player:
1 {
2</p>
      </sec>
      <sec id="sec-3-5">
        <title>ScoreBoard:</title>
        <p>"ScoreBoard": "Show"
Slider visual slider indicating current SuperPower/Health values:
"Slider": "SuperPower"/"Health",
"IncreaseTo"/"DecreaseTo"/"StartingValue": Float/Int
3.5</p>
      </sec>
      <sec id="sec-3-6">
        <title>BIRAFFE-space.zip</title>
        <p>SUBxxxx-Space.json les are analogous to the BIRAFFE-freud.zip . Full list of
logged type of objects and related events (alphabetically):</p>
        <p>Affective randomized assignment of colors to aective asteroids. After
300 s (5 min) the Inconsistent Reality Logic is applied and the stimuli are
no longer connected with specied color:
"Affective": "AsteroidOrder",
"Order1": Int, #
p-s"Order2": Int, # p+s+
"Order3": Int, #
p+s"Order4": Int # p-s+
# Possible values are: 0 (blue), 1 (green),
# 2 (red), 3 (yellow)</p>
        <p>Asteroid:
"Asteroid": "Spawn",
"Type": Int, # color of the asteroid:</p>
        <p># -1 =normal, 0-3 = affective, as in AsteroidOrder
"ID": Int,
"PositionX": Float, "PositionY": Float, "PositionZ": Float,
"RotationX": Float, "RotationY": Float, "RotationZ": Float,
"RotationW": Float
"Asteroid": "Destroy",
"By": "Boundary"/"Player"/"Shot",
"ID": Int,
"PositionX": Float, "PositionY": Float, "PositionZ": Float,
"RotationX": Float, "RotationY": Float, "RotationZ": Float,
"RotationW": Float
Bolt a missing shot made by an user (event of shooting is reported as
"Key": "X"):</p>
      </sec>
      <sec id="sec-3-7">
        <title>Scene:</title>
      </sec>
      <sec id="sec-3-8">
        <title>Score:</title>
        <p>"Key": "X"
# X is for shooting</p>
      </sec>
      <sec id="sec-3-9">
        <title>Main and Menu:</title>
        <p>"Main"/"Menu": "CountdownText",
"ChangeTo": String # Text displayed on the screen
"Game": "Over"/"End"</p>
        <p>Joystick events are logged only during the game:
Key events are logged only when user is allowed to press the key. Only
gamepad keys useful in game are logged:
"Bolt": "Destroy",
"By": "Boundary",
"ID": Int,
"PositionX": Float, "PositionY": Float, "PositionZ": Float,
"RotationX": Float, "RotationY": Float, "RotationZ": Float,
"RotationW": Float
"Score": "Update"/"GameOver"/"GameEnd",
"Value": Int # Current score counter
Each SUBxxxx-Face.csv le represents one subject and consists of one line
per each photo taken. Raw photos are not available. File consists of values
calculated by MS Face API with recognition_02 model. Photos were taken with
3 Hz frequency (every 20 frames at 60 fps) during the stimuli presentation, i.e.,
during 6 seconds, but not while the subject was responding on the widget. During
the games, photos were taken with 1 Hz frequency. When no face was recognized
or two faces were found (the second was the experimenter face) NaN value was
used.
where:
COND consistent stimuli ( con), inconsistent stimuli(inc), game (space or freud)
GAME-TIMESTAMP Unix timestamp available only during the game ( NaN value
during the stimuli presentation),
FRAME-NUMBER Index of the photo within the context of the stimuli
presentation, measured in frames since the beginning of the stimuli presentation: 1
for pre-stimulation photo, 0 for photo in the moment when stimuli appears,
20 for the next photo (1=3 s later), up to 340 (frame 360 = 6 s = time when
stimuli disappears),
IADS-ID;IAPS-ID IADS/IAPS IDs of stimuli (see Sect. 3.3),
ANGER;CONTEMPT;DISGUST;FEAR;HAPPINESS;NEUTRAL;SADNESS;SURPRISE
probability distribution of eight emotions calculated by MS Face API (all values
sum up 1). It is important to note that this distribution is highly skewed to
the NEUTRAL emotion, having values close to 1 in that emotion and values
close to zero in the rest of them.
3.7</p>
      </sec>
      <sec id="sec-3-10">
        <title>BIRAFFE-photo-full.zip</title>
        <p>SUBxxxx-Face.csv les are analogous to the BIRAFFE-photo.zip , but with the
full output from MS Face API. Besides the values described in Sect. 3.6, they
also have the following face-related values 20:</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4 Summary</title>
      <p>In the paper we described the BIRAFFE data set which is the result of the
experiment in AfC we conducted in early 2019. Our work aims at the development
of computer models for emotion classication an recognition. We strongly
believe that such models should be personalized by design as emotional responses
of dierent persons are subject to individual dierences due to their personality.
As such, instead of the development of some general model, which is possibly
applicable to a certain part of the population, we seek to develop a multi-modal
model self adapting to the specic person. An extended description of the
experimentation in this area can be found in [11]. We believe, that the data set
described in this paper an important original contribution that supports the
development and replication of experiments in AfC.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>Presented research was conducted under the supervision of Krzysztof Kutt,
Szymon Bobek and Grzegorz J. Nalepa; these three also drafted the
protocol. Dominika Dr¡»yk and Pawe“ Jemio“o implemented the protocol. The
experiment was conducted by Krzysztof Kutt, Dominika Dr¡»yk, Pawe“ Jemio“o
and Barbara Gi»ycka. Pawe“ Jemio“o cleaned and prepared the dataset.
Victor Rodriguez-Fernandez tested the dataset and prepared the JSON format.
Finally, Krzysztof Kutt and Grzegorz J. Nalepa wrote the paper, using comments
from Vctor Rodrguez.
10. Jemio“o, P., Gi»ycka, B., Nalepa, G.J.: Prototypes of arcade games enabling
aective interaction (2019), accepted to The 18th International Conference on Articial
Intelligence and Soft Computing 2019
11. Kutt, K., Dr¡»yk, D., Bobek, S., Gi»ycka, B., Jemio“o, P., Nalepa, G.J.: Multimodal
emotion detection with use of ai methods and contextual information. European
Journal of Personality (2020), submitted, in review
12. Lang, P.J., Bradley, M.M., Cuthbert, B.N.: International aective picture system
(iaps): Aective ratings of pictures and instruction manual. technical report B-3.
Tech. rep., The Center for Research in Psychophysiology, University of Florida,
Gainsville, FL (2008)
13. Lis, A.: Methods of interaction with user through mobile devices in aective
experiments. BSc thesis, AGH University of Science and Technology (2018), supervisor:
G.J. Nalepa
14. Nalepa, G.J., Kutt, K., Bobek, S.: Mobile platform for aective context-aware
systems. Future Generation Computer Systems 92, 490503 (mar 2019), https:
//doi.org/10.1016/j.future.2018.02.033
15. Nalepa, G.J., Kutt, K., Gi»ycka, B., Jemio“o, P., Bobek, S.: Analysis and use of
the emotional context with wearable devices for games and intelligent assistants.</p>
      <p>Sensors 19(11), 2509 (2019), https://doi.org/10.3390/s19112509
16. Peirce, J., Gray, J.R., Simpson, S., MacAskill, M., Hchenberger, R., Sogo, H.,
Kastman, E., Lindelłv, J.K.: Psychopy2: Experiments in behavior made easy.
Behavior Research Methods 51(1), 195203 (2019), https://doi.org/10.3758/
s13428-018-01193-y
17. Picard, R.W.: Aective Computing. MIT Press, Cambridge, MA (1997)
18. Russell, J., Weiss, A., Mendelsohn, G.: Aect grid: A single-item scale of pleasure
and arousal. Journal of Personality and Social Psychology 57(3), 493502 (1989),
http://dx.doi.org/10.1037/0022-3514.57.3.493
19. Zawadzki, B., Strelau, J., Szczepaniak, P., liwi«ska, M.: Inwentarz osobowo–ci
NEO-FFI Costy i McCrae. Polska adaptacja. Pracowania Testw Psychologicznych
PTP, Warszawa (1998)</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Allen</surname>
            ,
            <given-names>H.D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Goldberg</surname>
            ,
            <given-names>S.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sahn</surname>
            ,
            <given-names>D.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ovitt</surname>
            ,
            <given-names>T.W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Goldberg</surname>
            ,
            <given-names>B.B.</given-names>
          </string-name>
          :
          <article-title>Suprasternal notch echocardiography. assessment of its clinical utility in pediatric cardiology</article-title>
          .
          <source>Circulation</source>
          <volume>55</volume>
          (
          <issue>4</issue>
          ),
          <volume>605612</volume>
          (
          <year>1977</year>
          ), https://www.ahajournals.org/doi/abs/10. 1161/01.CIR.
          <volume>55</volume>
          .4.
          <fpage>605</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Bailey</surname>
            ,
            <given-names>R.L.</given-names>
          </string-name>
          :
          <article-title>Electrodermal activity (eda)</article-title>
          . In: Matthes,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Davis</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.S.</given-names>
            ,
            <surname>Potter</surname>
          </string-name>
          ,
          <string-name>
            <surname>R.F</surname>
          </string-name>
          . (eds.)
          <source>The International Encyclopedia of Communication Research Methods</source>
          , pp.
          <fpage>115</fpage>
          . John Wiley &amp; Sons, Hoboken, NJ (
          <year>2017</year>
          ), https://onlinelibrary.wiley. com/doi/abs/10.1002/9781118901731.iecrm0079
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Barrett</surname>
            ,
            <given-names>L.F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lewis</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Haviland-Jones</surname>
            ,
            <given-names>J.M</given-names>
          </string-name>
          . (eds.): Handbook of Emotions. The Guilford Press, New York, NY, 4th edn. (
          <year>2016</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Bradley</surname>
            ,
            <given-names>M.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lang</surname>
            ,
            <given-names>P.J.:</given-names>
          </string-name>
          <article-title>The international aective digitized sounds (2nd edition; iads-2): Aective ratings of sounds and instruction manual</article-title>
          .
          <source>technical report B-3. Tech. rep.</source>
          , University of Florida, Gainsville, FL (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Broekens</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Brinkman</surname>
            ,
            <given-names>W.P.</given-names>
          </string-name>
          :
          <article-title>Aectbutton: A method for reliable and valid aective self-report</article-title>
          .
          <source>International Journal of Human-Computer Studies</source>
          <volume>71</volume>
          (
          <issue>6</issue>
          ),
          <fpage>641</fpage>
          <lpage>667</lpage>
          (
          <year>2013</year>
          ), http://www.sciencedirect.com/science/article/pii/ S1071581913000220
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Calvo</surname>
            ,
            <given-names>R.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>D'Mello</surname>
            ,
            <given-names>S.K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gratch</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kappas</surname>
            ,
            <given-names>A</given-names>
          </string-name>
          . (eds.):
          <source>The Oxford Handbook of Aective Computing. Oxford Library of Psychology</source>
          , Oxford University Press, Oxford (
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Costa</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McCrae</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          :
          <string-name>
            <surname>Revised NEO Personality Inventory (NEO-PI-R) and NEO Five Factor</surname>
          </string-name>
          <article-title>Inventory (NEO-FFI)</article-title>
          .
          <article-title>Professional manual</article-title>
          .
          <source>Psychological Assessment Resources</source>
          , Odessa, FL (
          <year>1992</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8. van Dijk,
          <string-name>
            <surname>A.E.</surname>
            ,
            <given-names>van Lien</given-names>
          </string-name>
          , R., van Eijsden,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>Gemke</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.J.</given-names>
            ,
            <surname>Vrijkotte</surname>
          </string-name>
          , T.G.,
          <string-name>
            <surname>de Geus</surname>
          </string-name>
          , E.J.:
          <article-title>Measuring cardiac autonomic nervous system (ans) activity in children</article-title>
          .
          <source>Journal of Visualized Experiments</source>
          <volume>74</volume>
          ,
          <issue>e50073</issue>
          (
          <year>2013</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9. van Dooren,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>de Vries</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.J.G.</given-names>
            ,
            <surname>Janssen</surname>
          </string-name>
          ,
          <string-name>
            <surname>J.H.</surname>
          </string-name>
          :
          <article-title>Emotional sweating across the body: Comparing 16 dierent skin conductance measurement locations</article-title>
          .
          <source>Physiology &amp; Behavior</source>
          <volume>106</volume>
          (
          <issue>2</issue>
          ),
          <fpage>298</fpage>
          <lpage>304</lpage>
          (
          <year>2012</year>
          ), http://www.sciencedirect.com/science/ article/pii/S0031938412000613
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>