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Confusion Detection Within a 3D Adventure Game

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Intelligent Tutoring Systems (ITS 2021)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 12677))

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Abstract

In this study we built a deep-learning model based on EEG data to recognize the confusion of the player. The model was constructed from the EEG data of 20 participants and their confusion measured using a camera-based emotion recognition system (Facereader 7.1) while playing adventure 3D game. We asked the participants to identify their emotions while playing the game using a menu always displayed in the interface. This paper presents a confusion recognition model based on EEG features that can be used in levels of confusion detection. Results show that we can detect the level of confusion with high accuracy (94.8% accuracy for four confusion levels). We discussed about our results and the potential applications of such model (for entertainment or education purposes…).

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Notes

  1. 1.

    Self-report’s emotion categories: Confusion, Surprise, Frustration, Fear, Boredom, Sadness, Anger, Engagement, Flow, Excitement, Joy and Calm.

  2. 2.

    https://scikit-learn.org/stable/modules/generated/sklearn.decomposition.PCA.html.

  3. 3.

    https://stats.stackexchange.com/questions/384542/how-to-prevent-overfitting-with-knn.

  4. 4.

    www.next-mind.com.

  5. 5.

    www.neeuro.com/.

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Acknowledgments

We acknowledge NSERC-CRD, BMU and Prompt for funding this research.

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Correspondence to Mohamed Sahbi Benlamine .

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Benlamine, M.S., Frasson, C. (2021). Confusion Detection Within a 3D Adventure Game. In: Cristea, A.I., Troussas, C. (eds) Intelligent Tutoring Systems. ITS 2021. Lecture Notes in Computer Science(), vol 12677. Springer, Cham. https://doi.org/10.1007/978-3-030-80421-3_43

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  • DOI: https://doi.org/10.1007/978-3-030-80421-3_43

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-80420-6

  • Online ISBN: 978-3-030-80421-3

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