2022
DOI: 10.1016/j.compbiomed.2022.105441
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Game induced emotion analysis using electroencephalography

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Cited by 18 publications
(9 citation statements)
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“…The performance of the proposed approach is superior compared to the existing methods.The system for recognizing consumer choice can be adversely affected by an increase in sensitivity with low specificity. The accuracy is 88%, but specificity is 86.76%, which reveals the high false alarm rate that affects the recognition of consumer choice negatively [13]. It is possible to detect the consumer preference on various e-commerce products; however, Jafar et al [65] were unable to obtain sensitivity and specificity greater than 69%.…”
Section: Evaluation Of the Effectiveness Of The Proposed Methods In C...mentioning
confidence: 97%
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“…The performance of the proposed approach is superior compared to the existing methods.The system for recognizing consumer choice can be adversely affected by an increase in sensitivity with low specificity. The accuracy is 88%, but specificity is 86.76%, which reveals the high false alarm rate that affects the recognition of consumer choice negatively [13]. It is possible to detect the consumer preference on various e-commerce products; however, Jafar et al [65] were unable to obtain sensitivity and specificity greater than 69%.…”
Section: Evaluation Of the Effectiveness Of The Proposed Methods In C...mentioning
confidence: 97%
“…In any kind of machine learning application, data is usually in raw form and needs some sort of preprocessing before it is usable for feature extraction. For many decisionmaking sectors, the automatic analysis of diverse and multimodal data and the instantaneous extraction of information by using machine learning approaches have become major challenges [11][12][13][14].…”
Section: Preprocessing Of Eeg Signalsmentioning
confidence: 99%
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“…These tasks involve a variety of noise stimuli delivered through headphones while being performed in different environments. In [108] four basic emotional states were assessed: happiness, relaxation, boredom, and stress. Information was acquired through random convenience sampling, which involved recruiting 31 participants of various ages.…”
Section: ) Visual Taskmentioning
confidence: 99%