ABSTRACT
The early diagnosis of stress symptoms is essential for preventing various mental disorder such as depression. Electroencephalography (EEG) signals are frequently employed in stress detection research and are both inexpensive and noninvasive modality. This paper proposes a stress classification system by utilizing an EEG signal. EEG signals from thirty-five volunteers were analysed which were acquired using four EEG sensors using a commercially available 4-electrode Muse EEG headband. Four movie clips were chosen as stress elicitation material. Two clips were selected to induce stress as it contains emotionally inductive scenes. The other two clips were chosen that do not induce stress as it has many comedy scenes. The recorded signals were then used to build the stress classification model. We compared the Multilayer Perceptron (MLP) and Long Short-Term Memory (LSTM) for classifying stress and nonstress group. The maximum classification accuracy of 93.17% was achieved using two-layer LSTM architecture.
Subject(s)
Electroencephalography , Neural Networks, Computer , Brain , Electrodes , Humans , Motion PicturesABSTRACT
Despite having numerous platforms to promote coronavirus awareness, a part of the population is not well informed about the basic knowledge related to the pandemic. This inspired us to design and implement a free-to-play game, Unlock Me, to help people learn about coronavirus easily yet effectively. A user-centric approach to designing the game has helped us understand the challenges people face and eventually to deliver an interactive game. We conducted an evaluation study across multiple age groups to understand the impact of Unlock Me to enhance COVID-19 learning of the player and to evaluate the quality of the game. The results are obtained by studying the player behavior and performing comparative analysis with Model for the Evaluation of Educational Games (MEEGA+), a standard game evaluation model. Our evaluation shows that there has been an increase in the awareness of players by 53% compared to pre-game awareness. 52.40% of the players found the game to be usable with a good player experience and learning.