Abstract

Electroencephalography (EEG) signals collected from human brains have generally been used to diagnose diseases. Moreover, EEG signals can be used in several areas such as emotion recognition, driving fatigue detection. This work presents a new emotion recognition model by using EEG signals. The primary aim of this model is to present a highly accurate emotion recognition framework by using both a hand-crafted feature generation and a deep classifier. The presented framework uses a multilevel fused feature generation network. This network has three primary phases, which are tunable Q-factor wavelet transform (TQWT), statistical feature generation, and nonlinear textural feature generation phases. TQWT is applied to the EEG data for decomposing signals into different sub-bands and create a multilevel feature generation network. In the nonlinear feature generation, an S-box of the LED block cipher is utilized to create a pattern, which is named as Led-Pattern. Moreover, statistical feature extraction is processed using the widely used statistical moments. The proposed LED pattern and statistical feature extraction functions are applied to 18 TQWT sub-bands and an original EEG signal. Therefore, the proposed hand-crafted learning model is named LEDPatNet19. To select the most informative features, ReliefF and iterative Chi2 (RFIChi2) feature selector is deployed. The proposed model has been developed on the two EEG emotion datasets, which are GAMEEMO and DREAMER datasets. Our proposed hand-crafted learning network achieved 94.58%, 92.86%, and 94.44% classification accuracies for arousal, dominance, and valance cases of the DREAMER dataset. Furthermore, the best classification accuracy of the proposed model for the GAMEEMO dataset is equal to 99.29%. These results clearly illustrate the success of the proposed LEDPatNet19.

Highlights

  • BackgroundThe development in computer technology has led to growth in the global gaming market

  • tunable Q-factor wavelet transform (TQWT) is applied to the EEG data for decomposing signals into different sub-bands and create a multilevel feature generation network

  • In the nonlinear feature generation, an S-box of the LED block cipher is utilized to create a pattern, which is named as Led-Pattern

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Summary

Introduction

The development in computer technology has led to growth in the global gaming market. The gaming industry is widely serving people with its developing graphic and sound infrastructure (Chanel et al 2011; Vasiljevic and de Miranda 2020). People play computer games for different purposes such as entertainment and learning. Computer games are used in researches for determining the emotional states of people to understand enjoyable level of the game (Dasdemir et al 2017). Computer games have different effects on the participants such as funny, boring, horror, calm.

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