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Analysis of Subjects’ Vulnerability in a Touch Screen Game Using Behavioral Metrics

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Abstract

In this article, we report results on an experimental study conducted with volunteer subjects playing a touch-screen game with two unique difficulty levels. Subjects have knowledge about the rules of both game levels, but only sufficient playing experience with the easy level of the game, making them vulnerable with the difficult level. Several behavioral metrics associated with subjects’ playing the game are studied in order to assess subjects’ mental-workload changes induced by their vulnerability. Specifically, these metrics are calculated based on subjects’ finger kinematics and decision making times, which are then compared with baseline metrics, namely, performance metrics pertaining to how well the game is played and a physiological metric called pnn50 extracted from heart rate measurements. In balanced experiments and supported by comparisons with baseline metrics, it is found that some of the studied behavioral metrics have the potential to be used to infer subjects’ mental workload changes through different levels of the game. These metrics, which are decoupled from task specifics, relate to subjects’ ability to develop strategies to play the game, and hence have the advantage of offering insight into subjects’ task-load and vulnerability assessment across various experimental settings.

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Notes

  1. We call this data as Data Set 2 in Parsinejad et al. (2014), but in there the research focus is different and behavioral metrics are not studied. Prior to Data Set 2, the same subjects participated in the same experiments (Data Set 1, (Parsinejad et al. 2014)) 6 weeks earlier on average. However in Data Set 1, subjects’ finger strokes were not recorded and hence are not available for analysis.

  2. These metrics were formulated and studied only on EXP-A data in Parsinejad and Sipahi (2015). Here we present them in details for completeness and comparison with EXP-B.

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Acknowledgements

The human subjects experiments in this study were conducted under an approved IRB protocol #11-19-11. Authors thank Naiqian Zhi in her assistance with the literature review. This work is supported in part by a DARPA Young Faculty Award #N66001-11-1-4161. The content of this research does not necessarily reflect the viewpoints of the funding agency, and no official endorsement of the US Government should be inferred. RS acknowledges fruitful discussions on the topic with Professor Maurizio Porfiri (NYU Tandon School of Engineering), Paul de la Houssaye (SPAWAR), and Gill Pratt (formerly Program Manager at DARPA, currently at Toyota Research Institute). De-identified data pertaining to this study can be accessed at https://figshare.com/s/f99e1e47d65cbdc17338.

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Correspondence to Rifat Sipahi.

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Parsinejad, P., Sipahi, R. Analysis of Subjects’ Vulnerability in a Touch Screen Game Using Behavioral Metrics. Appl Psychophysiol Biofeedback 42, 269–282 (2017). https://doi.org/10.1007/s10484-017-9374-0

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