Toward Affective Brain-Computer

Transcription

Toward Affective Brain-Computer
Toward Affective Brain-Computer Interfaces
Exploring the Neurophysiology of Affect
during Human Media Interaction
C HRISTIAN M ÜHL
PhD dissertation committee:
Chairman and Secretary:
Prof. dr. ir. A. J. Mouthaan, Universiteit Twente, NL
Promotors:
Prof. dr. ir. A. Nijholt, Universiteit Twente, NL
Prof. dr. D. K. J. Heylen, Universiteit Twente, NL
Members:
Prof. dr. ing. W. B. Verwey, Universiteit Twente, NL
Prof. dr. F. van der Velde, Universiteit Twente, NL
Prof. dr. ir. P. W. M. Desain, Radboud Universiteit Nijmegen, NL
Prof. dr. T. Pun, University of Geneva, CH
Paranymphs:
Dr. A. Niculescu
H. Gürkök
This book is part of the CTIT Dissertation Series No. 12-2210
Center for Telematics and Information Technology (CTIT)
P.O. Box 217 – 7500AE Enschede – the Netherlands
ISSN: 1381-3617
The authors gratefully acknowledge the support of the BrainGain Smart Mix
Programme of the Netherlands Ministry of Economic Affairs and
the Netherlands Ministry of Education, Culture, and Science.
The research reported in this thesis has been carried out at the
Human Media Interaction research group of the University of Twente.
This book is part of the SIKS Dissertation Series No. 2012-23
The research reported in this thesis has been carried out under the auspices of SIKS,
the Dutch Research School for Information and Knowledge Systems.
c 2012 Christian Mühl, Enschede, The Netherlands
c Cover image by Lisa Schlosser, Münster, Germany
ISBN: 978-90365-3362-1
ISSN: 1381-3617, No. 12-2210
Toward Affective Brain-Computer Interfaces
Exploring the Neurophysiology of Affect
during Human Media Interaction
DISSERTATION
to obtain
the degree of doctor at the University of Twente,
on the authority of the rector magnificus,
prof. dr. H. Brinksma,
on account of the decision of the graduation committee
to be publicly defended
on Friday, June 1st , 2012 at 16.45
by
Christian Mühl
born on January 26, 1979
in Cottbus, Germany
Promotors:
Prof. dr. ir. A. Nijholt
Prof. dr. D.K.J. Heylen
c 2012 Christian Mühl, Enschede, The Netherlands
ISBN: 978-90365-3362-1
Acknowledgements
Completing this book concludes a journey from east to west. More exactly, it concludes a
part of my live that more or less started in the early August of 2007 at a small coffee bar
viewing over the Bosphorus Bridge connecting Europe and Asia. In a spontaneous flight
from the work on my master’s thesis, I participated in a month-long summer workshop
on the creative and scientific approaches of using neuroscientific data. For most of the
time we worked in a dark and cool basement, deciphering the output of a functioning, but
rather old EEG system that we were allowed to use on courtesy of the Boğaziçi University.
But at times we would walk to the coffee at the bank of the Bosphorus, which would be
one of these great ’academic’ experiences: sharing tee, laughter and sun, talking about
the prospects of our work, and dreaming of possible applications. In the final hours on
our final day, we finally finalized my first brain-computer interface: a ball controlled on
a 2D-plane with the neurophysiological signals acquired from the old EEG system. We
shouted, joked, and there might have been one or two hot tears of relieve shed on the
cool laboratory floor. After so much time spend with the system, our feelings might have
been comparable to those of proud parents witnessing the first steps of their child. The
working system and our small final experiment led to a part in the workshop report and
a workshop poster, which were nice but did not really have an exceptional impact on
my life. What had this impact though, was the time overlooking the Bosphorus bridge
and the experiences I shared during that time: I decided to continue working on braincomputer interfaces. Therefore, my first thanks are to the initiators of the eNTERFACE
workshop series, who made this extraordinary and motivating encounter with a group of
great people and dedicated researchers possible.
Next, everything happened at once (at least that is how I remembered it): I came back
to Germany, heard about the Ph.D. position in Enschede, applied, and almost immediately
was notified that I could start as soon as possible. Thus, I finished my master thesis and
started to prepare for the new job. I was welcomed warmly by my future colleagues of the
HMI group and though I never really became a Dutchman, they treated me nicely and dealt
with my Dutch-accented German. Especially, the charming secretaries Charlotte Bijron and
Alice Vissers-Schotmeijer were always patient with me and helped independent of how
awfully I formulated my concerns and wishes in Dutch. I believe that they are responsible
for why I today am proudly able to speak with so many different people (cashiers, nurses,
craftsmen, bus drivers, and train conductors) in Dutch, no matter how wrong (or how
quickly they start to reply in English or even German). Similarly, I am thankful for the
vi | ACKNOWLEDGEMENTS
technical support I got from Hendri Hondorp, who took up with my wishes and requests
(RAM, beamers, notebooks, data and code repositories .. you name it!), and saved thereby
some lectures, experiments, and especially prevented hours of futile work. I owe special
thanks to the dietary, orthographical and grammatical support of Lynn Packwood. Not
only did she feed me and all of HMI delicious cakes and cookies for dutifully filling in the
TAS records each and every month, but she also corrected the whole of this thesis in a
pedagogically humorous and collegially patient manner.
Thus took my life in the Netherlands its start. I got to know my colleagues and made
great experiences - mostly that there finally is not that huge difference between the German and the Dutch culture, except the more liberal stance the Dutch mostly adopt to
others. Conveniently, that also is true for professional life, which gave me a lot of freedom to explore the scientific topics roughly associated with my Ph.D. assignment. That
I should only a year later almost despair on that freedom is another story which, as this
book shows, had a good ending. That I made it through the desperate times as well as I
made it through the very good times of my thesis is to a great part the work of supervisor
Dirk Heylen and of my promotor Anton Nijholt. Both kept cool when I was close to nervous break-down and handed me the end of a new thread when I was lost. Their insight
and experience helped me to see some of the bigger questions, while fretting over details
of my statistical analysis. And their efforts allowed me to meet and cooperate with great
people from all around the world. Their gracious support allowed me to make the experiences that I find most rewarding in the realm of science: exchanging ideas and thoughts
with others and collaborate on common projects. In that regard, I am also thankful to
the initiators of the BrainGain project and all those involved in getting this huge project
started. It was not only a great opportunity to meet people that work in very related
topics or with similar methods, it was also the reason why I was able to share most of
my four years of research experience with a group of like-minded individuals in the cozy
ivory tower of BCI, instead of isolated in a den in those gray mountains surrounding the
tower. I would like to thank Boris Reuderink, Danny Plass-Oude Bos, Hayrettin Gürkök,
Bram van de Laar, Femke Nijboer, Egon van den Broek, and Mannes Poel for the many
great ideas they shared with me, for all the complaints or hearty critics they endured, and
for the endurance they showed in our common projects. I want to emphasize my thanks
for Danny’s, Hayrettin’s, and Boris’ support in the Bacteria Hunt project and the ensuing
studies. Not only was the cooperation – especially that hard-core month in Genova – a
great, maybe the best experience of my work at HMI, but it is also an important part of
my thesis. In a similar vein, I would like to thank those colleagues that were not part of
HMI, but with which I had the pleasure to collaborate during my time at HMI, especially
Anne-Marie Brouwer, Mohammad Soleymani, Lasse Scherffig, and Sander Koelstra. It was
really a pleasure and I was lucky to be able to discuss my ideas and doubts with people
interested in the same subject.
Of course, there would be no such thing as HMI without the many colleagues that devote their lives to the advancement of human-computer interaction studies and practices.
There is not enough room here to mention each and every of the small and big encounters
that constitute the pleasantries of life and work at HMI. However, I would like to mention
a few of those colleagues with whom I developed a special rapport over the last four years.
ACKNOWLEDGEMENTS
Firstly, there are Dennis Reidsma and Boris Reuderink, with which I had the pleasure of
sharing an office. Both were not only good-humored and supportive room-mates, but also
always open to discussions, musings, and coffee breaks. From both I learned a lot about
life, work, and myself. For both I harbor a deep respect. Secondly, there are Hayrettin
Gürkök and Andreea Niculescu, which both were ready to take the responsibility as my
paranymphs. My choice for them was well-informed on the basis of many shared experiences, both private and professional. Andreea did put up with me as her flat-mate for
almost three years and I can’t express how grateful I am for the social and safe home
she gave me – a place that I always liked to return to also in the darkest evenings of my
soul. Thirdly, and consistent with the “rule of three”, I would like to thank all the other
colleagues that made my time at HMI an emotionally rich and unforgettable experience.
Finally, I am deeply indebted to my family. Their invaluable dedication and support,
raising me into the many-layered, but mostly hedonic and harmony-seeking person I am.
Some day I will figure out how to deal with that and work. I also want to mention my
sister Sarah, who is, despite the distance in age and residence, a very important and loved
part of my life.
Oh, I almost forgot Lisa! Who’s Lisa? Lisa is not only a great and coming artist responsible for the cover of this thesis, but also a loving partner, supportive friend, and simply fun
to be with. There are not enough words of thank and gratitude in the world to show my
gratefulness for her steady, non-wavering support and the great sociopsychological care
during the last four years. I am looking forward to many more travels with you. Let’s hope
they are less stressful..
Christian Mühl, May 2012, Münster
|
vii
viii | ACKNOWLEDGEMENTS
Contents
Abstract
xiii
1 Introduction
1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1.2 Affect - Terms and Models . . . . . . . . . . . . . . . . . . . .
1.2.1 Basic Emotion Models . . . . . . . . . . . . . . . . . .
1.2.2 Dimensional Feeling Models . . . . . . . . . . . . . . .
1.2.3 Appraisal Models . . . . . . . . . . . . . . . . . . . . .
1.3 Affect, Human-Media Interaction, and Affect Sensing . . . . .
1.4 Affective Brain-Computer Interfaces . . . . . . . . . . . . . . .
1.4.1 Parts of the Affective BCI . . . . . . . . . . . . . . . . .
1.4.2 The Different aBCI Approaches . . . . . . . . . . . . .
1.5 Physiological and Neurophysiological Measurements of Affect
1.5.1 The Peripheral Nervous System (PNS) . . . . . . . . .
1.5.2 The Central Nervous System (CNS) . . . . . . . . . . .
1.6 Research Questions . . . . . . . . . . . . . . . . . . . . . . . .
1.6.1 Evaluating Affective Interaction . . . . . . . . . . . . .
1.6.2 Inducing Affect by Music Videos . . . . . . . . . . . . .
1.6.3 Dissecting Affective Responses . . . . . . . . . . . . . .
1.7 Thesis Structure . . . . . . . . . . . . . . . . . . . . . . . . . .
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2 Evaluating Affective Interaction
2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .
2.1.1 From Proof-of-Concept to hybrid BCI Games . . . .
2.1.2 Relaxation in the Biocybernetic Loop . . . . . . . .
2.1.3 Alpha Activity as Indicator of Relaxation . . . . . .
2.1.4 Hypotheses . . . . . . . . . . . . . . . . . . . . . .
2.2 Methods: System, Study design, and Analysis . . . . . . .
2.2.1 Game Design and In-game EEG Processing Pipeline
2.2.2 EEG Processing . . . . . . . . . . . . . . . . . . . .
2.2.3 Participants . . . . . . . . . . . . . . . . . . . . . .
2.2.4 Data acquisition and material . . . . . . . . . . . .
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x | CONTENTS
2.2.5 Experiment design . . . . . . . . .
2.2.6 Procedure . . . . . . . . . . . . . .
2.2.7 Data analysis . . . . . . . . . . . .
2.3 Results: Ratings, Physiology, and EEG . . .
2.3.1 Subjective Game Experience . . . .
2.3.2 Physiological Measures . . . . . . .
2.3.3 EEG Alpha Power . . . . . . . . .
2.4 Discussion: Issues for Affective Interaction
2.4.1 Indicator-suitability . . . . . . . .
2.4.2 Self-Induction of Relaxation . . . .
2.4.3 Feedback Saliency . . . . . . . . .
2.5 Conclusion . . . . . . . . . . . . . . . . .
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3 Inducing Affect by Music Videos
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . .
3.1.1 Eliciting Emotions by Musical Stimulation . . . .
3.1.2 Enhancing Musical Affect Induction . . . . . . . .
3.1.3 Hypotheses . . . . . . . . . . . . . . . . . . . . .
3.2 Methods: Stimuli, Study design, and Analysis . . . . . .
3.2.1 Participants . . . . . . . . . . . . . . . . . . . . .
3.2.2 Stimuli Selection and Preparation . . . . . . . . .
3.2.3 Apparatus . . . . . . . . . . . . . . . . . . . . . .
3.2.4 Design and Procedure . . . . . . . . . . . . . . .
3.2.5 Data Processing . . . . . . . . . . . . . . . . . . .
3.2.6 Statistical Analysis . . . . . . . . . . . . . . . . .
3.3 Results: Ratings, Physiology, and EEG . . . . . . . . . . .
3.3.1 Analysis of subjective ratings . . . . . . . . . . .
3.3.2 Physiological measures . . . . . . . . . . . . . . .
3.3.3 Correlates of EEG and Ratings . . . . . . . . . . .
3.4 Discussion: Validation, Correlates, and Limitations . . .
3.4.1 Validity of the Affect Induction Protocol . . . . .
3.4.2 Classification of Affective States . . . . . . . . . .
3.4.3 Neurophysiological Correlates of Affect . . . . . .
3.4.4 Emotion Induction with Music Clips: Limitations
3.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . .
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4 Dissecting Affective Responses
4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . .
4.1.1 Cognitive Processes as Part of Affective Responses
4.1.2 Modality-specific Processing in the EEG . . . . .
4.1.3 Hypotheses . . . . . . . . . . . . . . . . . . . . .
4.2 Methods: Stimuli, Study Design, and Analysis . . . . . .
4.2.1 Participants . . . . . . . . . . . . . . . . . . . . .
4.2.2 Apparatus . . . . . . . . . . . . . . . . . . . . . .
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CONTENTS |
4.2.3 Stimuli . . . . . . . . . . . . . . . . . . . . . . . . .
4.2.4 Design and Procedure . . . . . . . . . . . . . . . . .
4.2.5 Data Processing and Analysis . . . . . . . . . . . . .
4.3 Results: Ratings, Physiology, and EEG . . . . . . . . . . . . .
4.3.1 Subjective Ratings . . . . . . . . . . . . . . . . . . .
4.3.2 Heart Rate . . . . . . . . . . . . . . . . . . . . . . .
4.3.3 Modality-specific Correlates of Affect . . . . . . . . .
4.3.4 General Correlates of Valence, Arousal, and Modality
4.4 Discussion: Context-specific and General Correlates . . . . .
4.4.1 Validity of the Affect Induction Protocol . . . . . . .
4.4.2 Modality-specific Affective Responses . . . . . . . . .
4.4.3 General Correlates of Valence, Arousal, and Modality
4.4.4 Relevance to Affective Brain-Computer Interfaces . .
4.4.5 Limitations and Future Directions . . . . . . . . . . .
4.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . .
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5 Conclusion
5.1 Synopsis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
5.1.1 Evaluating Affective Interaction . . . . . . . . . . . . .
5.1.2 Inducing Affect by Music Videos . . . . . . . . . . . . .
5.1.3 Dissecting Affective Responses . . . . . . . . . . . . . .
5.2 Remaining Issues and Future Directions . . . . . . . . . . . .
5.2.1 Mechanisms and Correlates of Affective Responses . .
5.2.2 Context-specific correlates of affect . . . . . . . . . . .
5.2.3 Affect Induction and Validation in the Context of HMI
5.3 Contributions . . . . . . . . . . . . . . . . . . . . . . . . . . .
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A Suplementary Material Chapter 3
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B Suplementary Material Chapter 4
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Bibliography
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SIKS Dissertation Series
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xi
xii | CONTENTS
Abstract
Affective Brain-Computer Interfaces (aBCI), the sensing of emotions from brain activity,
seems a fantasy from the realm of science fiction. But unlike faster-than-light travel or
teleportation, aBCI seems almost within reach due to novel sensor technologies, the advancement of neuroscience, and the refinement of machine learning techniques. However,
as for so many novel technologies before, the challenges for aBCI become more obvious
as we get closer to the seemingly tangible goal. One of the primary challenges on the
road toward aBCI is the identification of neurophysiological signals that can reliably differentiate affective states in the complex, multimodal environments in which aBCIs are
supposed to work. Specifically, we are concerned with the nature of affect during the interaction with media, such as computer games, music videos, pictures, and sounds. In this
thesis we present three studies, in which we employ a variety of methods to shed light on
the neurophysiology of affect in the context of human media interaction as measured by
electroencephalography (EEG): we evaluate active affective human-computer interaction
(HCI) using a neurophysiological indicator identified from the literature, we explore correlates of affect induced by natural, multimodal media stimuli, and we study the separability
of complex affective responses into context-specific and general components.
In the first study, we aimed at the implementation of a hybrid aBCI game, allowing the
user to play a game via conventional keyboard control and in addition to use relaxation
to influence a parameter of the game, opponent speed, directly related to game difficulty.
We selected the neurophysiological indicator, parietal alpha power, from the literature,
suggesting an inverse relationship between alpha power and arousal. To evaluate whether
a user could control his state of relaxation during multimodal, natural computer gaming, we manipulated the feedback of the indicator, replacing it with sham feedback. We
expected the feedback manipulation to yield differences in the subjective gaming experience, physiological indicators of arousal, and in the neurophysiological indicator itself.
However, none of the indicators, subjective or objective, showed effects of the feedback
manipulation, indicating the inability of the users to control the game by their affective
state. We discuss problematic issues for the application of neurophysiological indicators
during multimodal, natural HCI, such as the transferability of neurophysiological findings
from rather restricted laboratory studies to an applied context, the capability of the users
to learn and apply the skill of relaxation in a complex and challenging environment, and
the provision of salient feedback of the user’s state during active and artifact-prone HCI.
For the identification of reliable neurophysiological indicators of affect, strong affect
xiv | Chapter 0 – CONTENTS
induction protocols are a necessary prerequisite. In the second study, we investigated the
use of multimodal, natural stimuli for the elicitation of affective responses in the context
of human media interaction. We used excerpts from music videos, partially selected based
on their affective tags in a web-based music-streaming service, to manipulate the participants affective experience along the dimensions of valence and arousal. Effects on the
participants’ subjective experience and physiological responses validated the thus devised
affect induction protocol. We explored the neurophysiological correlates of the valence
and arousal experience. The valence manipulation yielded strong responses in the theta,
beta, and gamma bands. The arousal manipulation showed effects on single electrodes in
the theta, alpha, and beta bands, which however did not reach overall significance. Furthermore, we found that general subjective preference for the music videos was related to
the power in the beta and gamma bands. These frequency bands were partially associated
with the literature on affective responses, and hence seem reliable features for aBCIs. The
correlates of subjective preference make implicit tagging approaches of personal media
preference, using neurophysiological activity, a potential aBCI application. Multimodal
and natural media, such as music videos, are viable stimuli for affect induction protocols.
The neurophysiological correlates observed can be a basis for the training of aBCIs.
The neurophysiological correlates of affective responses toward media stimuli suggest
the involvement of diverse mechanisms of affect. EEG exhibits limitations to separate the
parts constituting the affective response due to its poor spatial resolution. However, a
separation into general and context-specific correlates might be of interest for aBCI. In the
third study, we aimed at the creation of a multimodal affect induction protocol that would
enable the separation of modality-specific and general parts of the affective response. We
induced affect with auditory, visual, and combined stimuli and validated the protocol’s
efficacy by subjective ratings and physiological measurements. We found systematic variations of alpha power for the affective responses induced by visual and auditory stimuli,
supposedly indicating the activity of the underlying visual and auditory cortices. These
observations are in correspondence with theories of general sensory processing, suggesting that modality-specific affective responses are of a rather cognitive nature, indicating
the sensory orientation to emotionally salient stimuli. Such context-dependent correlates
have consequences for the reliability of EEG-based affect detection. On the other hand,
they carry information about the context in which the affective response occurred, the
event it originated from. Moreover, we revealed more general responses toward the valence and arousal manipulation. For valence we could replicate the previously found beta
and gamma band effects. For arousal the delta and theta bands showed effects.
Summarizing, the transfer of neurophysiological indicators of affect from restricted laboratory studies to complex real-life environments, such as found during computer gaming
or multimodal media consumption, is limited. We have suggested and validated methods that enable the identification of neurophysiological correlates of affect during the
consumption of multimodal media, a prerequisite for the development of aBCIs. We have
shown that, given adequate affect induction procedures, context-specific and general components of the affective response can be separated. The complexity of the brain is the
challenge, but also the promise of aBCI, potentially enabling a detection of the nature and
context of the affective state.
Chapter 1
Introduction
1.1
Motivation
Emotions are a vital part of the human existence. They influence our behavior and play
a considerable role in the interactions with our environment. Being central in humanto-human interaction, affect is supposed to be relevant in human-computer interaction
(HCI) as well. Information about the users’ affective states can enrich the interaction with
applications and devices otherwise blind to the affective context of their use. In general,
such affect-sensitive computers can respond more adequately to the user, enabling a more
natural and intelligent interaction. For example, an affect-sensitive e-learning application
could instantaneously adapt the teaching schedule by raising or lowering the difficulty,
when the learner exhibits pronounced episodes of boredom or frustration, respectively.
Enabling such affect-sensitive HCI requires reliable affect detection. Indications for the
affective state of a user can be derived from several sources: behavior, physiology, and
neurophysiology. Affective brain-computer interfaces (aBCI) aim at the continuous and
unobtrusive detection of users’ affective states from their neurophysiological recordings.
Information on affect is difficult to assess by conventional input means, which would make
such technologies attractive for a broad range of users. However, research on aBCIs is
still in its infancy – possibilities and limitations of brain-based affect sensing have to be
explored.
One of the great challenges for aBCI results out of the complexity of affective responses
and their neurophysiology, both still poorly understood. Compared to control-type braincomputer interface paradigms – relying on well-known neural correlates, such as P300
or mu-rhythms – clear and reliable neurophysiological correlates of affect are hitherto
lacking. A reason might be that affect is a multi-faceted phenomenon, constituted by a
number of different processes which partially differ according to the context of the affective response. For example, affect-eliciting information is received through different
sensory modalities or generated from internal events like memories or thoughts. The accompanying cognitive processes, relevant for coping with the situation, and the ensuing
requirements on behavior differ according to the specific situation an affective state is
2
| Chapter 1 – Introduction
occurring in.
Consequently, an affective response consists of a variety of multiple synchronized subprocesses in different (neural) response systems, each with its own neural correlates. As
their involvement might differ depending on the requirements of the specific situation in
which correlates of affect are to be measured, classifiers to be trained, and aBCIs to be
used, it is important to search and identify reliable indicators of affect. This is especially
relevant considering the complexity of real-world settings in which aBCIs are supposed to
work. To determine reliable neurophysiological indicators that are suited for the classification of affect and for their application in HCI, researchers can make use of a plethora of
literature from psychophysiology and affective neuroscience. However, these studies have
been carried out under specific and well-controlled conditions, which potentially limits the
reliability and validity of their findings for use in complex, real-world scenarios.
In this thesis, we investigate several ways to identify reliable neurophysiological indicators for aBCIs used in complex, multimodal environments. Firstly, we used and evaluated
a neurophysiological indicator of affect, identified from the literature, in an application.
Secondly, we tested an approach for the reliable induction of strong affective states with
ecologically valid, multimodal stimuli. Thirdly, we devised and validated a controlled,
multimodal affect induction protocol to disentangle context-specific and general neurophysiological responses to affective stimulation.
Below we will introduce the reader to the relevant concepts used in this thesis. We will
start with a short overview over the most important theories of emotion. Then we will
outline the goals of affective computing research in general, and the available information
sources on users’ affective states. We will discuss affective brain-computer interfaces, their
association with other brain-computer interface approaches, and give an overview over the
neurophysiology of affect, the relevant structures and the most prominent EEG correlates
of affective states and processes. Finally, we will describe the research topics that the
present work tackles.
1.2
Affect - Terms and Models
The term “affect” might seem best defined by opposing it to the term “cognition”. While
affective phenomena are subjective, intuitive, or based on a certain emotional feeling,
cognitive phenomena are objective, often explicable, and normally not associated with
any emotional feeling (e.g., attention, remembering, language, problemsolving). Despite
these apparent contrasts, it is becoming ever clearer that affective and cognitive processes
not only interact with each other, but that they are tightly intertwined [Picard, 1997;
Damasio, 2000; Barrett et al., 2007].
The term affect is an umbrella for a number of phenomena that are encountered in
daily life. According to Scherer [2005], we can distinguish between several different concepts that constitute affect, most importantly emotions and moods. Emotions are defined
as relatively short-lived states (seconds or minutes) that are evoked by a specific event,
such as a thought, a memory, or a perceived object. This distinguishes them from longer
lasting (hours or days) mood states that do not directly relate to a specific event, though
Section 1.2 – Affect - Terms and Models |
they might build up from one or more events over time. In the present work we will be
most interested in the relatively short (seconds to a few minutes) affective states that are
either self-induced or induced by (audiovisual) stimuli, that is in emotions. Below we will
introduce the concept of affective or emotional responses and the main theories about the
nature of emotions. In this work, we will refer to the explored phenomena as affect and
emotion as interchangeable terms.
A precise definition of the phenomenon “emotion” is seemingly difficult, as there are
multiple aspects to emotions. From almost 100 definitions Kleinginna and Kleinginna
[1981] created a working definition, covering various of these aspects of emotions:
“Emotion is a complex set of interactions among subjective and objective factors, mediated by neural/hormonal systems, which can (a) give rise to affective experiences such as feelings of arousal, pleasure/displeasure; (b) generate
cognitive processes such as emotionally relevant perceptual effects, appraisals,
labeling processes; (c) activate widespread physiological adjustments to the
arousing conditions; and (d) lead to behavior that is often, but not always,
expressive, goal-directed, and adaptive.”
There is an ongoing debate about the structure of affective responses, their eliciting,
and their co-occurring mechanisms, in which three main approaches to dealing with emotion can be differed: basic emotions, dimensional feeling models, and appraisal models.
We will shortly introduce all three approaches.
1.2.1
Basic Emotion Models
Basic emotion models assume that emotional responses can be described by a small number
of universal, discrete emotions or “emotion families” of related states. These families of
emotions have been developed during the course of evolution, but might vary to a certain
degree within themselves due to social learning. They are assumed to be universal in the
sense that they can be found to a certain extent in all cultures, are partially inborn, and to
a degree shared with other primates.
Basic emotions can be differentiated in terms of response patterns that were adapted
in a species-dependent manner during the course of evolution. At the core of these claims
lies the observation of physiological responses and behavioral expressions that are specific
for most of the suggested basic emotions, enabling the individual to deal with threats and
urges in a manner that increases the chance of survival. Different physiological responses
prepare the organism for the required actions, while behavioral expressions of the emotional state in body, face, and voice communicate the state and behavioral intent to other
individuals. These responses are initiated by an appraisal of external or internal stimuli, which can be either fast and automatic, but may also take the form of an “extended
appraisal”.
Ekman [1992], for example, suggested happiness, anger, surprise, fear, disgust, and
sadness as basic emotions. In [Ekman, 1999], he extended the list to incorporate also
amusement, contempt, contentment, embarrassment, excitement, guilt, pride in achievement, relief, satisfaction, sensory pleasure, and shame. Other basic emotion models have
3
4
| Chapter 1 – Introduction
proposed different sets of emotions (see [Ortony et al., 1988], page 27 for a comprehensive overview). This inconsistency of the types of basic emotions are one of the main
criticisms of the opponents of this model, which deem the definition of basic emotions too
vague.
1.2.2
Dimensional Feeling Models
Dimensional feeling models, aim at an abstraction of the basic emotional concepts by postulating several dimensions on which specific emotional feelings, “core affect”, are definable.
One of the most popular dimensional models is the circumplex model of Russel [1980]. It
assumes that any emotional feeling can be localized on a two-dimensional plane, spanned
by the axes of valence, ranging from negative to positive feelings, and arousal, ranging
from calm to excited. This type of model has the advantage that it inherently takes care
of the possibility that affective states are not always clearly assignable to specific basic
emotions. In this model such mixed or complex emotions could be represented by being
located between two or more clearly ascribed emotions.
The origin of dimensional models and the circumplex structure can be found in statistical approaches, such as factor analyses or multidimensional scaling methods, used to
study the underlying structure or relatedness of different emotion categories assessed by
self-reports, judgements on emotion words, facial expressions, and other instantiations of
emotions. While factor analyses found two dimensions sufficient to explain most of the
variance of self reports and judgments of emotions, scaling methods showed a circular
representation of discrete emotion categories on the space spanned by these dimensions.
As for basic emotion models, however, different theories about the precise nature of these
fundamental dimensions exist (see [Russel and Barrett, 1999]). In addition, further dimensions (e.g. dominance/control, potency, or tension) have been found to explain additional variance, though less coherently and are therefore seldom addressed.
However, as for basic emotion models, dimensional models focus about the structure
of emotional responses, but are rather vague in terms of eliciting processes that lead from
an event to a specific emotion.
1.2.3
Appraisal Models
Appraisal models are a functional attempt to disentangle the complexity of emotional responses in brain and body and the specific contexts in which they appear. In general,
appraisal models postulate a number of checks (appraisals) that a stimulus event undergoes, and which in consequence determine the nature of the (emotional) response that
is most suited to deal with the event. For example, Scherer’s Component Process Model
[Scherer, 2005; Sander et al., 2005] postulates that during an emotional episode several
subsystems (associated with cognitive, motivational, neurophysiological, motor expressions, and subjective feeling components) change synchronously and in an interrelated
manner in response to a stimulus event that is deemed relevant for the organism. The
relevancy is determined by complex appraisal mechanisms, including a number of sequential event checks on different analysis levels: relevance, implications for current goals,
Section 1.3 – Affect, Human-Media Interaction, and Affect Sensing |
coping-potentials, and normative significance. These checks are informed by a number of
cognitive and motivational mechanisms, including attention, memory, motivation, reasoning, and self-concept. It is the outcome of this evaluation process that defines a specific
response patterning of physiological reactions, motor expression, and action preparation.
Appraisal models and notions of basic or dimensional emotion models are not necessarily incompatible. They can be viewed as treating different aspects of the same object,
namely affect, in more detail, specifically the mechanisms which lead to certain affective
states. Consequently, appraisal theories have also incorporated the notion of valence (or
positive/negative appraisal) and arousal dimensions as underlying structure to the emotional responses [Ortony et al., 1988; Barrett et al., 2007].
In the current work, we will not directly address the different models of emotion, as our
research does not aim at the study of the underlying structure of emotions. However, as
we aim at the exploration of neurophysiological correlates of emotions, which presumes to
a certain degree an assumption about their nature, we adopt the view of the dimensional
model, specifically that of Russel’s circumplex model. We assume that emotions can be
differentiated in terms of their physiology and behavioral indications on the basis of their
location in the valence and arousal space. Furthermore, we will repeatedly return to
the appraisal models of emotion, as they allow speculations about the mental processes
involved in affective responses. We will continue now with a short introduction to the
field of affective computing, which seeks for the integration of affect into the domain of
human-computer, or more general human-media interaction.
1.3
Affect, Human-Media Interaction, and Affect Sensing
Emotions are ubiquitous in our daily lifes. They motivate and rule most of our interpersonal interactions and they are of importance for our so-called rational responses to the
events we are confronted with. In short, our affective states and emotional responses
are of great influence for the twistings and turnings of the story of our life. These emotional responses evolved with us through the course of evolution to enable the organism
to quickly adapt to the demands arising out of an extremely competitive environment
(e.g., avoiding danger, satisfying survival-relevant needs) and hence to secure the organism’s survival. They are equally fundamental to us in our modern environment as they
were to our cave-dwelling, spear-casting, and berry-gathering ancestors. While the latter hunters and gatherers might have depended on the fast responses only possible after
quick decisions based on evolutionary-inbred gut feelings, the luck of today’s society still
often depends on fast and intuitive reactions, especially in the absence of perfect information. Emotions allow such reactions, and lack thereof, either due to congenital or acquired
conditions, has immense consequences for one’s life (see Damasio [2000], Chapter 2, for
illustrative examples). Being so fundamental, emotional responses are not only observed
toward real-live events, but extend also into the domain of mediated experiences. The
reader will have no difficulties remembering instances where he or she responded utterly
emotionally to a piece of media, for example during the interaction with computers for
5
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| Chapter 1 – Introduction
work or recreation, during the consumption of movies or music pieces, or the reading of a
good book.
While it might seem counter-intuitive that we respond to media, and the experiences
mediated by them, in similar ways as to real-life events, Reeves and Nass [1996] showed
in their book ”The Media Equation” that we generally respond in rather natural and social
ways to media. This also includes emotional responses, for which effects of affect-laden
media exposure seem similar to those toward their corresponding real-world events. Regarding the arousal as well as the valence induced by mediated experiences, such as pictures or videos, it was shown that highly arousing (e.g., sexual or threatening images)
and negative content (e.g., pictures of mutilations and gore) not only influenced the selfratings of affective experience, but also influenced which of the media stimuli were actually remembered. This is a well-known effect also observed for real-life emotional events,
which shows the principal equivalence of the emotional effects elicited by real-world and
mediated events. Moreover, physiological measures, even neurophysiological indicators of
affect, support this claim of equivalence. In fact, contemporary research often makes use
of media to study affective phenomena (e.g., see Table 1.1 for the media stimuli used to
induce emotions in affective BCI studies).
The recognition of the importance of emotions for interaction with media spawned the
research on the integration of affect into the field of human-computer or human-media
interaction, leading to the creation of the research domain of affective computing. Rosalind
Picard defined affective computing in her seminal work as “computing that relates to,
arises from, or deliberately influences emotions” [Picard, 1997]. The rationale to place
emotions on the map of human-computer interaction was formed by the observation of
the fundamental role emotions play in our daily lives: emotions guide our perceptions and
actions. They have an undeniable impact on our cognitive processes, and hence are central
to what we call intelligence. Therefore, Picard noted that computers would need the
capability to sense and express emotions to become genuinely intelligent, a requirement
for a truly natural human-computer interaction. On a related note, only affect-sensitive
computers could acknowledge the fact that users are already treating media in natural and
social ways, and hence be able to respond adequately.
Hence, in a time when computers have moved away from their original role of “work
horses”, exclusively serving number crunching and information organization, becoming
ever more pervasive companions in our daily lives, new ways of interaction with them
have to be found: interaction methods that are more natural and better suited to integrate the growing number of functions computers serve in our everyday environment, and
interaction methods that acknowledge the irrational, emotional side of human-computer
interaction. Since the midst of the 1990s, when the term affective computing was coined,
a lively and highly diverse research community, dedicated to the sensing, processing, and
use of emotions for human-computer interaction, has formed. It has led to ideas for applications that sense the affective state of a learner or gamer and adapt to it, that monitor
and feed the affective state back to a user, or that enrich communication between remote
participants with affective information.
All these potential applications rely on a common assumption: as they require for their
function knowledge about the affective state of their users, they suppose the possibility
Section 1.4 – Affect, Human-Media Interaction, and Affect Sensing |
of an automatic detection of the emotional state from observation. And indeed, there
is a multitude of possible sensor modalities and measurement methods that are known to
carry information about the affective state of a person. Already easily accessible behavioral
observations, for example using video recordings of the posture or facial expression or
recordings of voice and speech, can inform about the emotion a person is experiencing.
However, these sensor modalities are assessing behavior that might be controlled and
manipulated by the person, to deceive the environment about his emotional state [Zeng
et al., 2009].
More difficult to control are physiological responses, measuring the activity of the central, somatic, or autonomous nervous system that respond more directly to affective stimulation. The present work is concerned with the neurophysiological, and especially electrophysiological correlates of affect, as measured by non-invasive electroencephalography
(EEG) sensors. The brain is involved in several stages of the affective response, which
make neurophysiological measures an interesting modality for the detection of affective
states. According to appraisal theories [Scherer, 2005; Barrett et al., 2007], neural structures are involved in several ways during affect, for example in core affective processes,
associated processes of event evaluation, and during response planing.
There are several non-invasive measures of neurophysiological activity: those based
on the metabolic activity of the brain, such as positron emission tomography (PET, see
Phelps [2006]), functional magnetic resonance imaging (fMRI, see Raichle [2003]), or
functional near-infrared spectroscopy (fNIRS, see Hoshi [2005]), and those directly based
on the activity of the populations of neurons, such as magnetoencephalography (MEG, see
Hansen et al. [2010]) and electroencephalography (EEG, see Schomer and Silva [2010]).
From those techniques, EEG technology has several crucial advantages for the assessment
of neurophysiological changes for use during human-media interaction.
Compared to fMRI and MEG systems, a low cost factor, simple application, and a convenient wearability make EEG a sensor modality for use by a widespread and diverse
population of healthy and disabled users. Furthermore, while indicators based on bloodoxygenation, such as fNIRS and fMRI, respond with delays of several seconds, electroencephalography has a high temporal resolution delivering quasi immediate reflections of
neural activity. Finally, a plethora of research has associated EEG with affective and cognitive processes in the time and frequency domain (see Section 1.5.2), which enables
researchers to base applications on well-known indicators of the corresponding mental
processes.
On the other hand, there are also disadvantages to EEG measurements, which limit
their applicability to a certain degree. The several layers of tissue, cerebrospinal fluid, and
bone that divide the brain from the scalp electrodes, limit the spatial resolution of EEG
signals and the resolution in the frequency domain. Furthermore, EEG measurements are
susceptible to non-neural artifacts, for example stemming from eye-movements and blinks,
muscle activity from in the face and neck, and sensor displacements. Nevertheless, several
measures of the EEG have been shown to be retrievable and classifiable under applied
conditions, making brain-computer interfaces possible. In the following section, we will
introduce the concept of affective brain computer interfaces and give examples for such
applications.
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| Chapter 1 – Introduction
1.4
Affective Brain-Computer Interfaces
The term affective brain-computer interfaces (aBCI) is a direct result of the nomenclature
of the field that motivates their existence: affective computing. aBCI research and affective
computing aim at same ends with different means, the detection of the user’s emotional
state for the enrichment of human-computer interaction. While affective computing tries
to integrate all the disciplines involved in this endeavor, from sensing of affect to its integration into human-computer interaction processes, affective brain-computer interfaces
are mainly concerned with the detection of the affective state from neurophysiological
measurements. In this respect, it can be more specifically situated within the field of affective signal processing (ASP), which seeks to map affective states to their co-occurring
physiological manifestations [van den Broek, 2011].
Originally, the term brain-computer interface was defined as “a communication system
in which messages or commands that an individual sends to the external world do not pass
through the brain’s normal output pathways of peripheral nerves and muscles” [Wolpaw
et al., 2002]. The notion of an individual (volitionally) sending commands directly from
the brain to a computer, circumventing standard means of communication, is of great importance considering the original target population of patients with severe neuromuscular
disorders.
More recently, however, the human-computer interaction community developed great
interest in the application of BCI approaches for larger groups of users that are not dependent on BCIs as their sole means of communication. This development holds great
potential for the further development of devices, algorithms, and approaches for BCI, also
necessary for its advancement for patient populations. Numerous special sessions and
workshops at renowned international HCI conferences have since witnessed this increasing and broad interest in the application of BCI for standard and novel HCI scenarios.
Affective BCI workshops, for example, have been held in 2009 and 2011 at the international conference of Affective Computing and Intelligent Interaction [Mühl et al., 2009b,
2011c], leading in turn to an increased awareness in the HCI community for research on
neurophysiology-based affect sensing. Simultaneously to the development of this broad
interest for BCI, parts of the BCI community slowly started to incorporate new BCI approaches, such as aBCI, in its research portfolio, softening the confinement of BCI to interfaces serving purely volitional means of control [Nijboer et al., 2011].
Below, we will briefly introduce the parts of the affective BCI: signal acquisition, signal
processing (feature extraction and translation algorithm), feedback, and protocol. Then
we will give an overview of the various existing and possible approaches to affective BCI,
based on a general taxonomy of BCI approaches.
1.4.1
Parts of the Affective BCI
Being an instance of general BCI systems [Wolpaw et al., 2002], the affective BCI is defined
by a sequence of procedures that transform neurophysiological signals into control signals.
We will briefly outline the successive processing steps that a signal has to undergo in a BCI
Section 1.4 – Affective Brain-Computer Interfaces |
(see Figure 1.1), starting with the acquisition of the signal from the user, and finishing
with the application feedback given back to the user.
Figure 1.1: The schematic of a general BCI system as defined by Wolpaw et al. [2002]. The neurophysiological
signal is recorded from the user and the relevant features, those that are informative about user
intent or state, are extracted. They are then translated into the control parameters that are used
by the application to respond adequately to the user’s state or intent.
Signal Acquisition BCIs can make use of several sensor modalities that measure brain
activity. Roughly, we can differ between invasive and non-invasive measures. While invasive measures, implanted electrodes or electrode grids, enable a more direct recording
of neurophysiological activity from the cortex, and have therefore a better signal-to-noise
ratio, they are currently reserved for patient populations. Non-invasive measures, on the
other hand, as recorded with EEG, fNIRS, or fMRI, are also available for the healthy population. Furthermore, some of the non-invasive signal acquisition devices, especially EEG,
are already available for consumers in the form of easy-to-handle and affordable headsets.
The present work focuses on EEG as a neurophysiological measurement tool, for which
we will detail the following processing steps in the BCI pipeline. A further distinction in
terms of the acquired signals can be made differing between those signals that are partially dependent of the standard output pathways of the brain (e.g. moving the eyes to
direct the gaze toward a specific stimulus), and those that are independent on these output
pathways, merely registering user intention or state. These varieties of BCI are referred to
as dependent and independent BCIs, respectively. Affective BCIs, measuring the affective
state of the user, are usually a variety of the latter sort of BCIs.
9
EEG(19)
EEG(32),ECG
R,BVP,T,EMG
EEG(64)
Schuster et al. [2010]
Koelstra et al. [2010]
Murugappan [2010]
20 (17/3)
6 (5/1)
20 (10/10)
20 (15/5)
10 (5/5)
11 (4/7)
1 discarded
10 (8/2)
26
10 (8/2)
4
12 (12/0)
Participants
(m/f)
16 music
pieces
20 music
clips
IAPS
IAPS
music
and sounds
relive
face
images
16 music
pieces
IAPS
IAPS
10 videos,
Induction
method
5 basic
(D,H,F,S,N)
4
quadrants
negative,
positive, & N
negative &
positive
6 basic
emotions
neg/pos excited,
calm-neutral
happy &
crying
4
quadrants
4
quadrants & N
low/high
arousal
5 basic
(J,A,S,F,R)
Emotions
induced
5*5
4*5
3* 18
2* 25
6*1
3 * 100
6 * 10
4*4
54
2 * 50
5*2
Trial
number
< 60
60
6
3
60
8
6
30
5 * 0.5
6
Stimulation
length (sec)
3cl:45%
2cl:60%
5cl:42%
2cl:60%
Accuracy
5cl:83%
2cl:56%
2cl:72%
2cl:73%
6cl:90%
3cl:63%
2cl:73-80%
2cl:94%
4cl:93%
5cl:24-32%
2cl:71-81%
Table 1.1: Overview of studies using EEG and physiological sensors to classify affective states (continued on next page).
EEG(2)
EEG(19)
Zhang and Lee [2009]
Khosrowabadi et al. [2009]
EEG(64),GSR
BVP,R
EEG(62)
Li and Lu [2009]
Chanel et al. [2009]
EEG(32)
EEG
EEG(64),GSR
BVP,R
EEG(1)
BVP,GSR
Sensor
modalities
Lin et al. [2009]
Horlings et al. [2008]
Chanel et al. [2005]
Takahashi [2004]
Study
LDA
kNN
SVM
kNN,
SVM,
5 NN
varieties
LDA, QDA
SVM, RVM
SVM
SVM
SVM,NN,
Naive Bayes
Naive Bayes,
FDA
SVM
Classifier
10 | Chapter 1 – Introduction
EEG(32)
EEG(32),ECG
R,GSR,BVP,T
EEG(128)
EEG(16)
EEG(32),ECG
R,BVP,T,EMG
EEG(32),ECG
R,BVP,T
Winkler et al. [2010]
Chanel et al. [2011]
Makeig et al. [2011]
George et al. [2011]
Koelstra et al. [2012]
Soleymani et al. [2011b]
27 (11/16)
32 (16/16)
10 (8/2)
1 (1/0)
20 (13/7)
9 (9/0)
28 (14/14)
16 (9/7)
Participants
(m/f)
movie
excerpts
music
videos
selfinduction
drone
sounds
compute
game
IAPS
IAPS
face
images
Induction
method
3 arousal and
valence level
4
quadrants
relax,
concentrate
5 emotional
associations
boredom, anxiety
engagement
negative
positive, N
4
quadrants
6 basic
emotions
Emotions
induced
20
4 * 10
2 * 18
5 * 200
3*2
2 * 48
N: 16
4 * 40
6 * 10
Trial
number
40 117
60
30
102
(+/- 12)
300
6
1
5
Stimulation
length (sec)
3cl(val):57%
3cl(aro):52%
2cl(val):58%
2cl(aro):62%
2cl:70-100%
of subjects
5cl:59
- 70%
3cl:56%
2cl:53
- 56%
4cl:79.5
- 81.3%
6cl:85%
Accuracy
SVM
Naive Bayes
NF,
CSP
CSP
LDA, QDA
SVM
CSP,
LDA
MD,
SVM
QDA,kNN
SVM,MD
Classifier
Table 1.2: Continuation Table 1.1 - Overview of studies using EEG and physiological sensors to classify affective states.
Sensors: A audio recordings, BVP blood volume pulse, ECG electrocardiogram, EEG(#) electroencephalogram (number of electrodes),
EMG electromyogram, fEMG facial electromyogram, GSR galvanic skin response, R respiration, T temperature, V video recordings;
Emotions: A anger, Am amusement, F fear, Fr frustration, H hate, J joy, N neutral, R relaxed, S sadness, Su surprise, St stress; Trial
number: per subject (different emotions * repetitions); Classifiers: CSP common spatial patterns, FDA Fisher discriminant analysis, kNN k
nearest neighbor, LDA linear discriminant analysis, MD Mahalanobis distance, NF neurofeedback-like mapping, NN neural network, QDA
quadratic discriminant analysis, SDA stepwise discriminatory analysis, SVM support vector machine
EEG(18)
EEG(4)
Sensor
modalities
Frantzidis et al. [2010]
Petrantonakis et al. [2010]
Study
Section 1.4 – Affective Brain-Computer Interfaces |
11
12 | Chapter 1 – Introduction
Signal Processing - Feature Extraction From the signals that are captured from the
scalp, several signal features can be computed. We can differentiate between features
in the time and in the frequency domain. An example for features in the time domain
are amplitudes of stimulus-evoked potentials occurring at well-known time-points after a
stimulus event was observed. One of the event-related potentials used in BCI is the P300,
occurring in the interval between 300 to 500 ms after an attended stimulus event. An
example for signal features in the frequency domain is the power of a certain frequency
band. A well-known frequency band that is used in BCI paradigms is the alpha band,
which comprises the frequencies between 8 - 13 Hz. Both, time and frequency-domain
features of the EEG, have been found to respond to the manipulation of affective states
and are therefore in principle interesting for the detection of affective states (see Section
1.5.2). However, the aBCI studies listed in Table 1.1, are almost exclusively using features
from the frequency domain. Conveniently, however, frequency domain features, such as
the power in the lower frequency bands (< 13 Hz) are correlated with the amplitude
of event-related potentials, especially the P300, and hence partially include information
about time-domain features.
While the standard control-type BCI approaches focus on very specific features, for example the mu-rhythm over central scalp regions or the mean signal amplitude between
200 and 500 ms after each P300 stimulus, affective BCI to date lacks such a priori information. Most of the current aBCI approaches make use of a wide spectrum of frequency
bands, resulting in a large number of potential features. However, such large numbers of
features require also a large number of trials to train a classifier (the “curse of dimensionality ”, see Lotte et al. [2007]), which are seldom available due to the limitations of affect
induction (e.g., the habituation of the responses toward affective stimulation with time).
Therefore, one of the tasks on the road toward affective BCI is the evaluation and identification of reliable signal features that carry information about the affective state, especially
in the complexity of real-world environments. Another important task is the development
of potent affect induction procedures, for example using naturally affect-inducing stimuli
that increase the likelihood to induce the affective responses of interest.
Signal Processing - Translation Algorithms The core of the BCI is the translation of
the selected signal features into the command for the application or device. The simple
one-to-one mapping between feature and command, requires a feature that conveniently
mirrors the state in such manner. Because such ideal features are rare in the neurophysiological signal domain, most BCI studies use machine learning approaches that are trained
to find a mapping between a number of signal features and the labels for two or more
classes (see Lotte et al. [2007] for an overview of BCI classifiers). These approaches are
transforming independent variables, the signal features, into dependent variables, the control commands. The classifiers have to adapt to the signal characteristics of the particular
user, adapt to changes over time and changing contexts of interaction, and deal with the
changes in brain activity due to the user trying to learn and adapt to the system. Classifiers used for affective BCI include linear discriminant analysis, support vector machines,
or neural networks (see Table 1.1).
Section 1.4 – Affective Brain-Computer Interfaces |
The Output Device / Feedback Depending on the application the affective BCI is serving, the output can assume different forms. For BCI in general, the most prominent output
devices are monitor and speakers, providing visual and auditory feedback about the user
and BCI performance. In a few cases robots (a wheelchair, a car) have been controlled
[Leeb et al., 2007; Hongtao et al., 2010]. An exceptional example of BCI output, however,
is control of the own hand by the BCI-informed functional electrical stimulation of a paralyzed hand [Pfurtscheller et al., 2005]. In the case of control-type BCIs, the output has a
major function, relating to the adaptation of the user to the BCI mentioned above. As BCI
control can be considered to be a skill, any learning necessitates the provision of feedback
about successful and unsuccessful performance.
In the specific case of aBCI the same is possible, but the relative lack of control-type
applications and the dominance of passive paradigms (see Section 1.4.2) make explicit
performance-based feedback an option rather than mandatory. Again, the output device
and the type of feedback given to the user is closely associated with the function of the
application. For example, for implicit tagging or affect monitoring (for later evaluation),
the feedback is not immediate. For the user there is no clear relation between state and
feedback perceivable, making the notion of feedback in these aBCI applications almost
obsolete. However, in many other applications the feedback is still existent and relevant,
since the affective data is used to produce a system response in a reasonably near future.
Examples are the applications that reflect the current affective state (e.g., in a game like
“alpha World of Warcraft” [Plass-Oude Bos et al., 2010]), any neurofeedback-like application (e.g., warn of unhealthy states or reward healthy states), the active self-induction of
affective states, or the adaptation of games or e-learning applications to the state of the
user.
The Operating Protocol The operating protocol guides the operation of the BCI system,
for example switching it on and off (how/when), if the actions are triggered by the system
(synchronous) or by the user (asynchronous), and when and in which manner feedback is
given to the user. Other characteristics of the interaction that are defined by the protocol
are, whether the information is active or passive and whether the information is gathered
dependent of a specific stimulus event (stimulus dependent/independent). These two
characteristics of BCI, voluntariness and stimulus-dependency, are also the basis for the
characterization of different BCI approaches in the next section.
Below, we will outline the different existing applications and approaches to affective
BCI, and try to locate affective BCI within the general landscape of BCI.
1.4.2
The Different aBCI Approaches
There are several possible applications of affect sensing that can be categorized in terms
of their dependence on stimuli and user volition. In the following, a two-dimensional
classification of some of these BCI paradigms will be given. It is derived from the general
three category classification for BCI approaches (active, reactive, and passive BCI) presented in [Zander et al., 2011]. The dimensions of this classification are defined by (i) the
13
14 | Chapter 1 – Introduction
dependence on external stimuli and (ii) the dependence on an intention to create a neural
activity pattern as illustrated in Figure 1.2.
Figure 1.2: A classification of BCI paradigms, spanning voluntariness (passive vs. active) and stimulus dependency (user self-induced vs. stimulus-evoked).
Axis (i) stretches from exogenous (or evoked) to endogenous (or induced) input. The
former covers all forms of BCI which necessarily presuppose an external stimulus. Steadystate visually-evoked potentials [Farwell and Donchin, 1988] as neural correlates of (target) stimulus frequencies, for instance, may be detected if and only if evoked by a stimulus. They are therefore a clear example of exogenous input. Endogenous input, on the
other hand, does not presuppose an external stimulus, but is generated by the user either volitionally, as seen in motor-imagery based BCIs [Pfurtscheller and Neuper, 2001] or
involuntarily, as during the monitoring of affective or cognitive states. In the case of involuntary endogenous input, the distinction between stimulus dependent and independent
input might not always be possible, as affective responses are often induced by external
stimulus events, though these might not always be obvious.
Axis (ii) stretches from active to passive input. Active input presupposes an intention to
control brain activity while passive input does not. Imagined movements, for instance, can
only be detected when users intend to perform these, making the paradigm a prototypical
Section 1.4 – Affective Brain-Computer Interfaces |
application of active or control-type BCI. All methods that probe the user’s mental state,
on the other hand, can also be measured when the users do not exhibit an intention
to produce it. Affective BCI approaches can be located in several of the four quadrants
(categories) spanned by the two dimensions, as quite different approaches to affective BCI
have been suggested and implemented.
Q I. Induced-active BCIs This category is well-known in terms of neurofeedback systems, which encourage the user to attain a certain goal state. While neurofeedback approaches do not necessarily focus on affective states, a long line of this research is concerned with the decrease of anxiety or depression by making the users more aware of
their bodily and mental states [Hammond, 2005]. Neurophysiological features that have
been associated with a certain favorable state (e.g., relaxed wakefulness) are visualized or
sonified, enabling the users of such feedback systems to learn to self-induce them.
More recently, it has been shown that affective self-induction techniques, such as relaxation, are a viable control modality in gaming applications [Hjelm, 2003; George et al.,
2011]. Furthermore, induced-passive approaches might also turn into active approaches,
for example when players realize that their affective state has influence on the game parameters, and therefore begin to self-induce states to manipulate the gaming environment
according to their preferences (see below).
Q II. Induced-passive BCIs This category includes the typical affect sensing method for
the application in HCI scenarios where a response of an application to the user state is
critical. Information that identifies the affective state of a user can be used to adapt the
behavior of an application to keep the user satisfied or engaged. For example, studies
found neurophysiological responses to differentiate between episodes of frustrating and
normal game play [Reuderink et al., 2013]. Applications could respond with helpful advice or clarifying information to the frustration of the user. Alternatively, parameters of
computer games or e-learning applications could be adjusted to keep users engaged in the
interaction, for example by decreasing or increasing difficulty to counteract the detected
episodes of frustration or boredom, respectively [Chanel et al., 2011].
Another approach is the manipulation of the game world in response to the players
affective state, as demonstrated in “alpha World of Warcraft” [Plass-Oude Bos et al., 2010],
where the avatar shifts its shape according to the degree of relaxation the user experiences.
Such reactive games could strengthen the players’ association with their avatars, leading
to a stronger immersion and an increased sense of presence in the game world.
Q III. Evoked-passive BCIs BCI research has suggested that evoked responses can be
informative about the state of the user. Allison and Polich [2008] have used evoked responses to simple auditory stimuli to probe the workload of a user during a computer
game. Similarly, neurophysiology-based lie detection, assessing neurophysiological orientation responses to compromising stimuli, has been shown to be feasible [Abootalebi
et al., 2009]. A similar approach is the detection of error-potentials in response to errors
15
16 | Chapter 1 – Introduction
in human-machine interaction. It was shown that such errors evoke specific neurophysiological responses that can be detected and used to trigger system adaptation [Zander
and Jatzev, 2009]. Given that goal conduciveness is a determining factor of affective responses, such error-related potentials could be understood as being affective in nature
[Sander et al., 2005].
More directly related to affect, however, are those responses observed to media, such
as songs, music videos, or films. Assuming the genuine affective nature of the response to
mediated experiences delivered by such stimuli, it might be possible to detect the affective
user states that are associated with them. A possible use for such approaches are media
recommendation systems, which monitor the user response to media exposure and label or
tag the media with the affective state it produced. Later on, such systems could selectively
offer or automatically play back media items that are known to induce a certain affective
state in the user. Research toward such neurophysiology-based implicit tagging approaches
of multimedia content has suggested its feasibility [Soleymani et al., 2011a; Koelstra et al.,
2012]. Furthermore, assuming that general indicators of affect can be identified using
music excerpts or film clips for affect-induction protocols, such multi-modal and natural
media seem suited to collect data for the training of aBCIs that detect affective states
occurring in rather uncontrolled, real-life environments.
Q IV. Evoked-(re-)active BCI This category seems less likely to be used for aBCI approaches, as the volitional control of affect in response to presented stimuli is as yet unexplored. However, standard BCI paradigms that use evoked brain activity to enable users
to select from several choices were the first approaches to BCI and have been thoroughly
explored. Prominent examples are the P300 speller [Farwell and Donchin, 1988] and BCI
control via steady-state evoked potentials [Vidal, 1973].
Summarizing, there is a multitude of possible applications for aBCI that can be categorized according to the axes of induced/evoked and active/passive control. Our work will
focus on induced-active (Chapter 2) and evoked-passive BCIs (Chapter 3 and 4), though
for the latter type of affective BCIs, we do not attempt the classification of affective states,
but rather explore the neurophysiological responses of affect. In the next section, we will
briefly review the physiological signals that have been found informative regarding the
affective state. We will introduce the signals measuring the activity in the peripheral nervous systems (somatic and autonomous nervous system) and the neural structures of the
central nervous system and their neurophysiological EEG correlates of affect.
1.5
Physiological and Neurophysiological Measurements
of Affect
As mentioned in Section 1.3, there is a multitude of possible sources of information about
the affective state of users during human-computer interaction. A great part of these
sources lies in the physiological activity of the users, originating directly from their nervous
Section 1.5 – Physiological and Neurophysiological Measurements of Affect |
systems. The human nervous system can be divided into the peripheral nervous system
and the central nervous system. The peripheral nervous system and measures of its activity
have been shown in the past to differentiate affective states, and in the current work
are used to validate the different affect induction procedures. We will briefly describe
the relevant subsystems of the peripheral nervous system, the somatic and autonomous
nervous system, and the measures we have used. The central nervous system and its affectrelated structures, which are the sources of neurophysiological measures of affect, will be
discussed in more detail to give the reader the necessary background for the hypothesisguided and exploratory studies in the current work.
1.5.1
The Peripheral Nervous System (PNS)
The peripheral nervous system comprises the somatic nervous system, the autonomic nervous system, and the endocrine nervous system. Below, we will only discuss the first two
systems and the measures we use in the following chapters. A more thorough discussion
of the components of the peripheral nervous systems and the sensor modalities used to
assess their activity can be found in [Stern et al., 2001].
The Somatic Nervous System (SNS)
The somatic nervous system manages the voluntary control of body movements through
the manipulation of skeletal muscles. Furthermore, it also realizes reflexive and other
unconscious muscle responses towards stimuli. Efferent neurons project from the central
nervous system to the skeletal musculature. Measures of muscle activity from various
body parts by an electromyogram (EMG) are assessing the activity of the somatic nervous
system. Already Darwin [2005] extensively wrote about the importance of facial and
postural expression of emotions.
Facial Electromyography (fEMG) The measurement of the activity of the facial muscles,
those involved in the facial expression of emotion, is known as facial EMG. While the
relation between muscle tension and emotional arousal – higher tension for higher arousal
[Hoehn-Saric et al., 1997] – seems straightforward, Cacioppo et al. [1986] showed that
muscle tensions assessed by facial EMG differentiate valence and arousal. Two of the
most popular facial muscles to measure in an emotion context are zygomaticus major,
involved in smiling, and the corrugator supercilli, involved in frowning. However, a more
refined analysis, including more facial muscles, might differentiate more emotional states
[Wolf et al., 2005]. Magnée et al. [2007] showed that the facial muscle activity that
differentiates between emotions can be observed over several emotion-eliciting stimulus
materials. This was held as evidence that the observed activity is the result of a genuine
emotional response and not facial mimicry.
Upper Trapezius Muscle The response of muscles to states of mental stress (i.e., highly
arousing stimulation), has been reported by several studies [Lundberg et al., 1994; Larsson
17
18 | Chapter 1 – Introduction
et al., 1995; Hoehn-Saric et al., 1997; Rissén et al., 2000; Laursen et al., 2002; Krantz
et al., 2004; Schleifer et al., 2008]. In the context of HCI, the upper trapezius muscle
was found responsive to the induction of states of high mental arousal [Wijsman et al.,
2010]. Most prominently, the stroop color word test and diverse arithmetic tasks have
been used to induce mental stress. Mental stress leads to higher amplitudes and fewer
gaps (i.e., periods of relaxation) in muscular activity measured over the trapezius muscle.
Wahlström et al. [2003] found higher trapezius activity also for emotional stress.
The Autonomous Nervous System (ANS)
The autonomic nervous system consists of two major branches: the sympathetic and
parasympathetic branch. These branches run between structures of the central nervous
system and various internal organs and glands. While the sympathetic branch activates
and prepares the body for expected mental or bodily effort (“fight or flight”), the parasympathetic branch puts the body into a relaxed state (“rest and digest”) and thus reestablishes
the homeostasis of the system.
Most inner organs are “dually innervated”, that is they receive input from both branches
of the autonomous nervous system. The different functions of both branches express in
different effects of the respective branch activations. The heart, for example, increases
the beat rate when the activation of the sympathetic branch is increased, and decelerates when the sympathetic activation decreases. The relationship between heart rate and
parasympathetic system behaves in the opposite manner: the heart rate increases in case of
parasympathetic deactivation and decreases with activation. While this pattern of activation suggests a reciprocal relationship between both constituents of the ANS, results from
psychophysiological experiments indicate that both branches can also vary co-actively or
independent from each other [Berntson et al., 1993].
Many descriptions of emotions involve bodily states, peripheral physiological processes
in particular, which indicates a strong connection between affective and physiological
state. There is a multitude of physiological signals which assess the workings of the ANS.
In the following part we will limit our overview to the galvanic skin response and the
electrocardiogram, both used in the subsequent chapters.
Galvanic skin response (GSR) The galvanic skin response was already used by Jung
in 1907 to study emotional responses by word association tasks [Jung, 1907]. The most
common method to measure the galvanic skin response is the exogenic measure, where
a tiny electric current is introduced at one part of the palm and measured at another
location on the palm. This quantifies the conductivity of the skin, which is known to
be sensitive to changes due to the activity of sweat glands (i.e., eccrine glands). This
specific type of glands, located in palms or foot soles, responds to psychological factors
rather than to temperature. Even very subtle changes of conductivity, not perceived as
sweaty, are measured by the GSR. The glands are innervated by the sympathetic branch
of the ANS, and GSR is therefore thought to be a trustworthy measure of sympathetic
activation. Emotional arousal, for example, was shown to robustly express itself in the
GSR response for affective pictures [Lang et al., 1993; Codispoti et al., 2001], film clips
Section 1.5 – Physiological and Neurophysiological Measurements of Affect |
[Frazier et al., 2004; Codispoti et al., 2008], environmental sounds [Bradley and Lang,
2000], and musical pieces [Zimny and Weidenfeller, 1963; Khalfa et al., 2002; Gomez
and Danuser, 2004; Lundqvist et al., 2008].
Electrocardiography (ECG) Heart rate, blood pressure, blood volume and blood flow,
are cardiovascular measures that tell us about the heart function and vasomotor activity.
The heart is a muscle that contracts about 60 to 75 times a minute. With each beat
blood is moved through the three blood systems: the pulmonary circulation (going to the
lungs for the O2/CO2 exchange), the coronary circulation (going to the heart itself), and
the systemic circulation (supplying the rest of the body with oxygenated blood).
The heart responds thus to a number of factors that (might) influence the need for
oxygen in the body. Such preparatory responses are also observed after the exposure to
mental stressors that imply potential need for bodily reaction. The heart responds with an
increase of its activity to a stressor, an effect mediated by the activation of the sympathetic
branch of the ANS. During periods of relaxation the heart rate decreases again.
However, a stressor does not always lead to an increase of heart rate. While an arousing
stimulus might well activate the sympathetic branch of the ANS, as evident from increasing levels of GSR, it might at the same time lead to a decrease of heart rate compared to
neutral stimulation. Such effects of “directional fractionation” of the ANS, are evidence
for the independent innervation of different organs by sympathetic and parasympathetic
branches. In the case for heart rate, such effects have been found especially for the stimulation with mild stressors, such as arousing pictures [Codispoti et al., 2006; Aftanas et al.,
2004], sounds [Bradley and Lang, 2000] and videos [Codispoti et al., 2008].
Also stimulus valence has been found to influence heart rate. Decreases for negative
compared to positive stimuli were observed for pictures [Codispoti et al., 2006], sounds
[Bradley and Lang, 2000], and music pieces [Sammler et al., 2007].
1.5.2
The Central Nervous System (CNS)
The Neural Structures of Affect
The brain comprises a number of structures that have been associated with affective responses by different types of evidence. Much of the early evidence to the function of certain brain regions comes from observations of the detrimental effects of lesions in animals
and humans. More recently, functional imaging approaches, such as PET or fMRI, have
yielded insights into the processes occurring during affective responses in normal functioning (for reviews see [Phillips, 2003; Barrett et al., 2007; Kober et al., 2008; Lindquist et al.,
2011]). Here we will only briefly discuss the most prominent structures that have been
identified as central during the evaluation of the emotional significance of stimulus events
and the processes that lead to the emergence of the emotional experience. The interested
reader can refer to the work of Barrett et al. [2007] for a more in-depth description of the
structures and processes involved.
The core of the system involved in the translation of external and internal events to
the affective state is built by neural structures in the ventral portion of the brain: medial
19
20 | Chapter 1 – Introduction
temporal lobe (including the amygdala, insula, and striatum), orbitofrontal cortex (OFC),
and ventromedial prefrontal cortex (VMPFC). These structures compose two related functional circuits, which represent the sensory information about the stimulus event and its
somatovisceral impact, as remembered or predicted from previous experience.
The first circuit, composed from the basolateral complex of the amygdala, the ventral
and lateral aspects of the OFC, and the anterior insula, is mainly involved in the gathering and binding of information from external and internal sensory sources. Both, the
amygdala and the OFC structures, possess connections to the sensory cortices, enabling an
interchange of information about the perceived events and objects. While the amygdala is
coding the original value of the stimulus, the OFC is supposedly creating a flexible, experience and context-dependent representation of the object’s value. The insula represents
interoceptive information from the inner organs and skin, playing a role in forming awareness about the state of the body. By the integration of sensory information and information
about the body’s state, a value-based representation of the event or object is created.
The second circuit, composed of the VMPFC (including the anterior cingulate cortex
(ACC)) and the amygdala, is involved in the modulation of parts of the value-based representation via their control over visceromotor responses, as for example autonomous,
chemical, and behavioral responses. The VMPFC links the sensory information about the
event, as integrated by the first circuit, to visceromotor outcomes. It can be considered as
an affective working memory, which informs judgments and choices, and is active during
decisions based on intuitions and feelings.
Both circuits project directly and indirectly, for example via the ventral striatum, to the
hypothalamus and brainstem, which are involved in a fast and efficient computation of object values and influence autonomous, chemical and behavioral responses. The outcome
of the complex interplay of ventral cortical structures, hypothalamus, and brainstem establishes the “core affective” state that the event induced: an event-specific perturbation of
the internal milieu of the body that directs the body to prepare for the behavioral responses
necessary to deal with the event. These responses include the attentional orienting to the
source of the stimulation and the enhancement of sensory processes. The perturbation
of the visceromotor state is also the basis of the conscious experience of the pleasantness and physical and cortical arousal that accompany affective responses. However, as
stated by Barrett et al. [2007], the emotional experience is unlikely to be the outcome of
one of the structures involved in establishing the ”core affect”, but rather emerges on the
system-level, as the result of the activity of many or all of the involved structures1 .
Correlates of Affect in the EEG
Time-domain Correlates A great part of the electroencephalographical emotion research
focussing on the time-domain explores the consequences of emotional stimulation on
event-related potentials (ERP). Event-related potentials are prototypical deflections of the
1 This constructivist position, readily compatible with functional appraisal models of emotion and with evidence collected by neuroimaging meta-analyses [Kober et al., 2008; Lindquist et al., 2011], is opposed by the
localist position, which is defended by the proponents of basic emotion models. For a neuroimaging meta-analysis
supporting the localist position see [Vytal and Hamann, 2010].
Section 1.5 – Physiological and Neurophysiological Measurements of Affect |
recorded EEG trace in response to a specific stimulus event, for example a picture stimulus.
They are computed by sample-wise averaging of the traces following multiple stimulation
events of the same condition, which reduces sporadic parts of the EEG trace not associated with the processes functionally involved in response to the stimulus, originating from
artifacts or background EEG.
Examples of such event-related potentials that have been shown to be responsive to
affective manipulations can be found in the form of early and late potentials. Early potentials, for example P1, N1, or N2, loosely defined as those deflections of the EEG trace
occurring until 300 ms after stimulus onset, indicate processes involved in the initial perception and automatic evaluation of the presented stimuli. They have been found to be
affected by the emotional value of a stimulus, differentiating negative from positive or low
from high arousal stimuli. However, the evidence is far from parsimonious as the variety
of the findings shows [Olofsson et al., 2008].
Late event-related potentials, those deflections observed after 300 ms, are supposed to
reflect higher-level processes, which are already more amenable to the conscious evaluation of the stimulus. The two most prominent potentials that have been found susceptible
to affective manipulation are the P300 and the late positive potential (LPP). The P300
has been associated with attentional mechanisms involved in the orientation toward an
especially salient stimulus, for example very rare (deviants) or expected stimuli [Polich,
2007]. Coherently, P300 components show a greater amplitude in response to highly
salient emotional stimuli, especially aversive ones [Briggs and Martin, 2009]. The LPP
has been observed after emotionally arousing visual stimuli [Schupp et al., 2000; Cuthbert et al., 2000], and was associated with a stronger perceptive evaluation of emotionally
salient stimuli as evidenced by increased activity of posterior visual cortices [Sabatinelli
et al., 2006].
As in real-world applications the averaging of several epochs of EEG traces with respect
to the onset of a repeatedly presented stimulus is not feasible, the use of such time-domain
analysis techniques is limited for affective BCIs. An alternative for event-related potentials
that is more feasible in a context without known stimulus onsets or repetitive stimulation
are effects on brain rhythms observed in the frequency domain.
Frequency-domain Correlates The frequency domain can be investigated with two simple, but fundamentally different power extraction methods, yielding evoked and induced
oscillatory responses to a stimulus event [Tallon-Baudry et al., 1999] . Evoked frequency
responses are computed by a frequency transform applied on the averaged EEG trace, and
thus yield a frequency-domain representation of the ERP components. Induced frequency
responses, on the other hand, are computed by applying the frequency transform on the
single EEG traces before then averaging the frequency responses. They therefore also capture oscillatory characteristics of the EEG traces that are not phase-locked to the stimulus
onset, and hence averaged out in the evoked oscillatory response. In a context where the
mental states or processes of interest are not elicited by repetitive stimulation, coming
with a known stimulus onset and short stimulus duration, the use of evoked oscillatory responses is equally limited as the use of ERPs. Therefore, the induced oscillatory responses
21
22 | Chapter 1 – Introduction
are of specific interest to us.
The analysis of oscillatory activity in the EEG has a tradition that reaches back over
almost 90 years to the 20s of the last century, when Hans Berger reported the existence of
certain oscillatory characteristics in the EEG, now referred to as alpha and beta rhythms
[Berger, 1929]. The decades of research since then led to the discovery of a multitude
of cognitive and affective functions that bear influence upon the oscillatory activity in
different frequency ranges. Below we will briefly review the frequency ranges of the conventional broad frequency bands, namely delta, theta, alpha, beta, and gamma, their
supposed main functions and their association with affect. A more thorough overview of
the different frequency bands, their neural generators, and functional associations can be
found in Niedermeyer [2005] and for the low frequency bands (delta, theta, alpha) in
Knyazev [2007].
The delta frequency band comprises the frequencies between 0.5 to 4 Hz. Delta oscillations are especially prominent during the late stages of sleep [Steriade et al., 1993].
However, during waking they have been associated with motivational states as observed
during hunger and drug craving. In such states, they are supposed to reflect the workings
of the brain reward system, some of which structures are believed to be generators of delta
oscillations [Knyazev, 2012]. Delta activity has also been identified as a correlate of the
P300 potential, which is seen in response to salient stimuli. This has led to the belief that
delta oscillations play a role in the detection of emotionally salient stimuli. Congruously,
increases of delta band power have been reported in response to arousing stimuli [Aftanas
et al., 2002; Balconi and Lucchiari, 2006; Klados et al., 2009].
The theta rhythm comprises the frequencies between 4 to 8 Hz. Theta activity has been
observed in a number of cognitive processes, and its most prominent form, fronto-medial
theta, is believed to originate from limbic and associated structures (i.e., ACC) [Baar et al.,
2001]. It is a hallmark of working memory processes (see [Klimesch, 1996; Kahana et al.,
2001; Klimesch et al., 2008] for reviews), and has been found to increase with higher
memory demands in various experimental paradigms [Jensen and Tesche, 2002; Osipova
et al., 2006; Sato and Yamaguchi, 2007; Gruber et al., 2008; Sato et al., 2010]. Specifically,
theta oscillations are believed to subserve central executive function, integrating different
sources of information, as necessary in working memory tasks [Mizuhara and Yamaguchi,
2007; Kawasaki et al., 2010].
Concerning affect, early reports mention a “hedonic theta” that was reported to occur
with the interruption of pleasurable stimulation. However, studies in children between 6
months and 6 years of age showed increases in theta activity upon exposure to pleasurable
stimuli [Niedermeyer, 2005]. Recent studies on musically induced feelings of pleasure and
displeasure found an increase of fronto-medial theta activity with higher valence [Sammler
et al., 2007; Lin et al., 2010], which originated from ventral structures. For emotionally
arousing stimuli, increases in theta band power have been reported over frontal [Balconi
and Lucchiari, 2006; Balconi and Pozzoli, 2009] and over frontal and parietal regions
[Aftanas et al., 2002]. Congruously, a theta increase was also reported during anxious
Section 1.5 – Physiological and Neurophysiological Measurements of Affect |
personal compared to object rumination [Andersen et al., 2009].
The alpha rhythm comprises the frequencies between 8 and 13 Hz. It is most prominent over parietal and occipital regions, especially during the closing of the eyelid, and
decreases in response to sensory stimulation, especially during visual, but in a weaker
manner also during auditory and tactile stimulation, or during mental tasks. More anterior alpha rhythms have been specifically associated with sensorimotor activity (central mu-rhythm, [Pfurtscheller et al., 2006]) and with auditory processing (tau-rhythm,
[Lehtelä et al., 1997]). The observed decrease of the alpha rhythm in response to (visual) stimulation, the event-related desynchronization in the alpha band, is believed to
index the increased sensory processing, and hence has been associated with an activation of task-relevant sensory cortical regions. The opposite phenomenon, an event-related
synchronization in the alpha band, has been reported in a variety of studies on mental
activities, such as working memory tasks, and is believed to support an active process of
cortical inhibition of task-irrelevant regions [Klimesch et al., 2007].
The most prominent association between affective states and affect has been reported
in the form of frontal alpha asymmetries [Coan and Allen, 2004], which vary as a function of valence [Silberman, 1986] or motivational direction [Davidson, 1992]. The different lateralization of frontal alpha power during positive or approach related emotions
compared to negative or withdrawal related emotions is believed to originate from the
different activation of left and right prefrontal structures involved in affective processes.
To date, evidence for alpha asymmetry has been found in response to a variety of different induction procedures, using pictures [Huster et al., 2009; Balconi and Mazza, 2010],
music pieces [Schmidt and Trainor, 2001; Altenmüller et al., 2002; Tsang et al., 2006],
or film excerpts [Jones and Fox, 1992]. Despite the large body of evidence for frontal
alpha asymmetries, several studies show that the phenomenon is not always observed in
response to affective stimulation [Schutter et al., 2001; Sarlo et al., 2005; Winkler et al.,
2010; Fairclough and Roberts, 2011; Kop et al., 2011].
The alpha rhythm has also been associated with a relaxed and wakeful state of mind
[Niedermeyer, 2005]. Coherently, increases of alpha power are observed during states of
relaxation, as indexed by physiological measures [Barry et al., 2007, 2009] and subjective
self-report [Nowlis and Kamiya, 1970; Teplan and Krakovska, 2009].
The beta rhythm comprises the frequencies between 13 and 30 Hz. Central beta activity is associated with the somatosensory mu-rhythm, decreases during motor activity
or tactile stimulation, and increases afterwards. That has led to the view that the beta
rhythm is a sign of an “idling” motor cortex [Pfurtscheller, 1996]. A recent proposal for a
general theory of the function of the beta rhythm suggests that beta oscillations impose the
maintenance of the sensorimotor set for the upcoming time interval (or “signals the status
quo”, see [Engel and Fries, 2010] for a review). Concerning affect, increases of beta band
activity have been observed over temporal regions in response to visual and self-induced
positive, compared to negative emotions [Cole and Ray, 1985; Onton and Makeig, 2009].
A general decrease of beta band power has been reported for stimuli that had an emotional
23
24 | Chapter 1 – Introduction
impact on the subjective experience, compared with those that were not experienced as
emotional [Dan Glauser and Scherer, 2008].
The gamma rhythm comprises the frequencies above 30 Hz. Gamma band oscillations
are supposed to be a key mechanism in the integration of information represented in
different sensory and non-sensory cortical networks [Fries, 2009]. Accordingly, they have
been observed in association with a number of cognitive processes, such as attention [Gruber et al., 1999; Müller and Gruber, 2001; Gruber et al., 2008], multi-sensory integration
[Senkowski et al., 2008, 2009], and memory [Jensen et al., 2007].
Concerning valence, temporal gamma rhythms have been found to increase with increasing valence [Müller et al., 1999; Onton and Makeig, 2009]. For arousal, posterior
increases of gamma band power have been associated with the processing of high versus
low arousing visual stimuli Keil et al. [2001]; Aftanas et al. [2004]; Balconi and Pozzoli [2009]. Similarly, increases of gamma activity over somatosensory cortices have also
been linked to the awareness to painful stimuli [Gross et al., 2007; Hauck et al., 2007;
Senkowski et al., 2011; Schulz et al., 2012]. However, Dan Glauser and Scherer [2008]
found lower gamma power for emotion for stimuli with compared to those without an
emotional impact on the subjective experience.
Summarizing, the different frequency bands of the EEG have been associated with a
multitude of cognitive functions. Consequently, it is rather unlikely to find simple oneto-one mappings between any oscillatory activity and a given cognitive function. Nevertheless, there is an abundance of studies evidencing the association of brain rhythms
with affective responses. Affective brain-computer interfaces can thus make use of the frequency domain as a source of information about their users’ affective states. This thesis has
the aim of exploring the relationship between oscillatory activity and affect in the context
of human-media interaction. Below we introduce the studies that we have conducted with
this regard, each exploring a different aspect of the way toward affective brain-computer
interfaces.
1.6
Research Questions
The main focus of this work is the question whether and how (which) neurophysiological
activity can inform about the affective state of a user. Specifically, we investigate whether
neurophysiological activity measures carry affective information in the context of humanmedia interaction. We apply several approaches to answer this question: implementation
of a simple literature-informed affect indicator in a computer game, induction and study
of affective states with normal, multimodal stimuli, namely music clips, and the induction
and study of affective states with a controlled auditory and visual affect induction procedure to identify those affective responses specific to the sensory modality and to explore
more general correlates. Below, we will briefly outline the rationale and hypotheses for
the three approaches.
Section 1.6 – Research Questions |
1.6.1
Evaluating Affective Interaction
Most experiments studying the correlates of affective responses are conducted in wellcontrolled and restricted environments. Most affect induction studies use a passive presentation paradigm, in which the participants are asked to keep still, to avoid movements,
and to concentrate on the stimulation. These studies have led to a rich source of literature
about the neurophysiological correlates of affect, which seems a solid basis for the use of
neurophysiological indicators of affect in human-computer interactions.
However, the restrictive context of the studies exploring affect, is different from the
situation that is encountered during human-computer interaction scenarios, as for example
during gaming, e-learning, or music listening. The participants (users) cannot be asked to
avoid movement or to concentrate only on one task. On the contrary: especially during
normal gaming they will move and have one or multiple taxing tasks. This poses the
question, whether an indicator of affect identified from the literature can be used during
such normal human-computer interaction as an auxiliary input modality.
We implemented a simple computer game that uses a neurophysiological indicator of
affect, associated by several studies with relaxation/arousal state, to control an aspect of
the game dynamic, while the user would control the game mainly with a conventional
input modality, the keyboard. We used a double blind study design, manipulating the
neurophysiology-based control, a subjective game experience questionnaire, physiological
and neurophysiological measures to validate the workings of the neurofeedback control.
Summarizing, we explored the use of a neurophysiological indicator of affect, identified from the literature, as an auxiliary control modality in a computer game. Can the
literature be used as a heuristic to identify possible features for affective BCIs? What are
potential issues that complicate such transfers of knowledge from basic to applied science?
1.6.2
Inducing Affect by Music Videos
As mentioned above, there is a multitude of studies of the neurophysiological correlates
of affect. These studies often used a variety of affect induction protocols to induce the
affective states. These can be roughly distinguished in terms of their stimulation method,
either using self-induction methods (asking participants to remember or imagine certain
affective states) or using external stimuli (pictures, sounds, music pieces). Those studies applying external stimulation mostly used unimodal stimuli, mainly briefly presented
pictures, to elicit emotional responses.
While these approaches yielded a number of interesting findings, enabling the identification of certain mechanisms involved in emotional responses, such unimodal stimuli
are different from the usually multimodal nature of stimulation in our environment. Similar to the above voiced concerns about the generalization of effects to a computer game,
it is interesting to see whether neurophysiological correlates of affect are also observed
using multimodal stimuli as encountered in daily life, namely music videos. Furthermore, we believe that multimodal stimuli, especially rather realistic and natural ones,
are a strong means to efficiently induce affective responses – a pre-requirement for the
(subject-dependent) training of affect classifiers.
25
26 | Chapter 1 – Introduction
To induce affective responses in all four quadrants of the valence-arousal space, we
selected 40 one-minute excerpts of music videos, partially based on their associated affective tags in the web-based music platform last.fm and validated via an online study. We
used subjective self-assessments and physiological sensors to validate the manipulation of
valence and arousal. We explored the neurophysiological correlates of valence, arousal,
and subjective preference/liking.
Summarizing, we explored the capability of music videos to induce affective states
varying in valence and arousal. Moreover, we explored the neurophysiological correlates
of valence and arousal induced by such natural and complex stimuli.
1.6.3
Dissecting Affective Responses
Theories of affect suggest that affective responses are compound responses, consisting of
the orchestrated responses of several subsystems or components. For example, according
to Scherer [2005], the brain is directly implied in several of these components: information processing, feeling-monitoring and behavior planning. Depending on the specific
situation in which the response occurs, and on the affordances associated with that situation, the involvement of specific subcomponents might differ. Furthermore, each situation
might have its specific co-activations, not directly related to the affective response, but nevertheless present in the neurophysiological signals. Dependent on the context in which an
affective response is elicited, different correlates of affective responses might be observed.
For a reliable and valid recognition of affective states, we have to know about the nature of the neurophysiological correlates involved in affective responses. For an affective
BCI, contextual co-activations might seem a vital part of the neurophysiological signature
that will discern different user states, and hence will be part of the pattern used to differentiate them. Such context-specific correlates of affective responses, however, could change
as the situation changes. An example are affective responses associated with sensory processing, such as orienting toward an emotionally salient stimulus, which is largely specific
for the different sensory inputs. These modality-specific co-activations of affect, hence,
might impede the reliability of affect classifiers in complex, multimodal environments in
which the sensory origin of the affective stimulation can change, thereby changing the
modality-specific part of the neurophysiological signature of affect. Therefore, it is of interest to the field of affective BCI to find methods that are able to discern context-specific
and general correlates of affect.
We devised an audio-visual affect induction protocol, using normed and well-established
affective stimulus sets, to independently varied modality and value of induced affect.
Specifically, we manipulated valence and arousal either with pictures, or with sounds,
or by bi-modal stimulation. We validated the induction protocol with subjective selfassessments and physiological measurements. We evaluate the effect of affective stimulation (vs neutral) against a background of the literature suggesting modality-specific
responses for the alpha band power. We further explore general neurophysiological correlations of valence and arousal, occurring for all stimulation modalities.
Summarizing, we asked if we can experimentally separate modality-specific and general correlates of affective responses. We explored both specific and general effects and
Section 1.7 – Thesis Structure
relate them to the neuroscientific literature on affective and cognitive processes.
1.7
Thesis Structure
In this thesis, we explore the suitability of neurophysiological signals, recorded with electroencephalography, for the differentiation of affective states in complex, multi-modal contexts. We study the neurophysiology of affective responses in different settings, from complex real life environments to carefully controlled laboratory experiments. We explore
frequency-domain based EEG correlates of affect in active and passive HCI settings, and
test hypotheses about the context-dependency of affective responses.
In Chapter 2, we will describe a study where we employ a brain-based indicator of the
affective state of self-induced relaxation to enable the user to control parts of the game
dynamic in a simple computer game. We evaluate the capability of the user to control his
relaxation state and thereby its indicator, via the manipulation of the indicator feedback
(real vs sham). Assuming the necessity of rewarding feedback for the acquisition of the
skill of mental control, we hypothesize an effect of the feedback manipulation on the user
experience, physiological indicators of relaxation, and on the brain-based indicator (alpha
power) itself. We will discuss the lacking effects of the feedback manipulation with regard
to the reliability of simple neurophysiological indicators in the complexity of real world
settings, participant training, and feedback saliency.
In Chapter 3, we use natural multimodal stimuli, namely commercial music clips, to
enable a strong emotion induction in a passive task. We selected clips on the basis of their
user tags in the web 2.0 music station, so that we would have 10 clips for each quadrant
of the valence-arousal emotion space. We will discuss the observed correlates of valence,
arousal, and subjective preference in different broad frequency bands we investigated,
with the most significant effects in the higher frequencies at temporal regions.
Possible ways to improve classification accuracies might be found by an understanding
of the complexity of affective responses of audio-visual stimuli. Hence, in Chapter 4, we
investigate the context-dependency of affective responses, specifically the dependency on
the sensory modality of emotion induction. Therefore, we induced affective states via
visual, auditory, and audio-visual stimuli. We will discuss the found modality-specific and
general correlates of affective responses. The ensuing consequences for the construction
and use of aBCIs in complex, multimodal settings will be discussed, as well as promising
future directions for aBCI research.
Chapter 5 will discuss the results and conclusions obtained in all three studies from
a more general perspective. We will reflect about the answers to the above formulated
research questions, and discuss their consequences for the central question that the present
work focuses on: Are neurophysiological measurements informative regarding the affective
state of users in the context of human media interaction?
|
27
28 | Chapter 1 – Introduction
Chapter 2
Evaluating Affective Interaction
2.1
Introduction1
Affective BCI, as one instance of affective computing, offers new and exciting means for
HCI, as the continuous and unobtrusive sensing of the affective state was something hitherto very difficult, if not impossible. A potential area of application of affect sensing in
HCI are computer games that offer several ways of integrating information about the user
state [Gilleade et al., 2005; Plass-Oude Bos et al., 2010; Chanel et al., 2011]. For example, the game can counteract states of boredom or frustration, by adjusting game difficulty,
thereby keeping the player motivated and engaged. The user’s affective state can also be
merely reflected in the appearance or behavior of the avatar or non-player characters, giving the player a deeper feeling of presence in the virtual world of the game. Finally, the
players can be enabled to consciously control aspects of the game with self-induced affective states, offering an additional input modality that in turn might be used to encourage
a desirable and healthy emotional state, for example relaxation, just in the same way as
physical exertion games encourage physical well-being.
In this chapter, we explore the use of neurophysiological activity as an additional,
auxiliary control modality in a computer game, that would enable the player to control
game difficulty by relaxation. We implemented a simple computer game that the players
controlled mainly with the keyboard. A parameter of the game, opponent speed, was controlled by the player’s neurophysiological activity measured by EEG, supposedly indicating
the level of relaxation. Our experiment aimed at the study of the effects of this auxiliary
BCI control. Specifically, we employed a user experience questionary and physiological
measures in a double-blind study design for the validation of the multimodal BCI gaming
approach.
Below, we will shortly motivate our approach for the integration of an affective BCI
1 The work presented here is based on a pilot study in which the game prototype was evaluated [Mühl et al.,
2009a]. Based on the results of this work the experiment methodology was elaborated, including two levels of
game difficulty and a double-blind design, leading to the present study, which was published in the Journal of
Multimodal User Interfaces [Mühl et al., 2010].
30 | Chapter 2 – Evaluating Affective Interaction
as additional modality in a rather conventional computer game. Then we will outline
the system characteristics and the evidence for the chosen neurophysiological indicator of
relaxation. Finally, we will explicate the hypotheses underlying the experiment.
2.1.1
From Proof-of-Concept to hybrid BCI Games
In addition to the potential applications possible with affect sensing technology, there are
several good reasons to study BCI in the context of computer games. Firstly, computer
games can be simulations of the real world - without the limitations or dangers that (disabled) people have to face in the real world. In such environments people can safely learn
to use BCI, or BCIs that are supposed to work in the real world can be trained under
realistic, but safer circumstances [Lecuyer et al., 2008; Nijholt et al., 2009].
Secondly, computer games allow the exploration of neurophysiological correlates of
affective states that are difficult to measure in the real world, due to the restrictions that
current signal acquisition devices impose, mainly the susceptibility to movement artifacts,
or due to the rare occurrence and difficult validation of episodes of such states in complex,
real-world environments (for example the induction and exploration of frustration during
human-computer interaction [Reuderink et al., 2009]).
Finally, gamers are early adopters of novel technologies. They are willing to accept a
certain degree of suboptimal performance [van de Laar et al., 2011], they welcome the
challenge of the skill acquisition necessary to use novel interfaces, such as BCIs [Wolpaw
et al., 2002], and seek for novel experiences that BCI applications are able to offer. And
most of all, they are a target group that is willing to spend a large amount of money
for new and hedonistic experiences, which makes the gaming industry keen on providing
these kinds of experiencing. Making BCIs part of the novel input modalities that will enter
the mainstream market in the next years - a process that has already begun with comR
R
panies developing consumer EEG headsets, such as Emotive
or Neurosky
- therefore
holds promise for the development of hard and software with the financial means of the
entertainment industry, from which patient populations will also profit.
There are already a number of games that use BCI as input modality. They can be
roughly distinguished on the basis of the type of brain activity, or the BCI paradigms,
they use [Nijholt et al., 2009]: internally generated (induced) versus externally triggered
(evoked) neurophysiological activity.
A popular example of internally generated activity is motor imagery [Lotze and Halsband, 2006], in which the user imagines movement of certain body parts, leading to a
desynchronization of the mu-rhythm over the respective motor regions. Most often left
or right hand imaginary movements are used, which consequently lead to the desynchronization of the alpha band over the right or left central cortices, respectively. An example
for a simple game-like application using motor imaginary is “Brain Basher”, in which the
user is asked to provide specific imageries in response to visual cues, earning points for
the right responses [Bos and Reuderink, 2008; Nijholt et al., 2009]. An extraordinary approach using motor imagery is the brain pinball machine, in which left and right flippers
are worked via imagery [Tangermann et al., 2009].
Another interesting approach to BCI gaming – and probably the first affective BCI
Section 2.1 – Introduction |
game – is the two-player game “Brainball”, in which the player is instructed to self-induce
a state of relaxation [Hjelm and Browall, 2000; Hjelm, 2003]. If successful, and not having
fallen asleep, the more relaxed player will witness his triumph as a small silver ball slowly
rolls over the goal line of his opponent. More recently, a variety of commercial games
R
using a one-electrode headset (Neurosky
) were brought onto the mass market. These
games attempt to reflect the user’s current state of concentration (attention) or relaxation
(meditation) in the form of an air flow lifting a ball, which has to be held at a certain level
R
(Force Trainer, Uncle Milton
) or guided through a moving ring of obstacles (Mindflex,
R
Mattel ).
Examples of externally generated activity are visual P300 and SSVEP (steady-state
visually-evoked potentials) approaches, which use visual focus and attention to an external stimulation to generate the neurophysiological activity. The user selects a target by
shifting the gaze to it, or simply by attending to it covertly, without moving the eyes. The
first published BCI application by Vidal [1973] is an example for an SSVEP-based BCI
game. The user controls the movement of his avatar through a maze by directing the gaze
on checkerboard stimuli flickering in different frequencies at the different edges of the
labyrinth. More recent examples, include the control of a toy car [Hongtao et al., 2010]
or the balancing of a figure on a pole [Lalor et al., 2005]. A P300-based BCI game was
created by Finke et al. [2009], enabling the user to control the movement of an avatar via
his attention to flickering target locations in a three-dimensional environment.
These games can be considered as proofs of concept, showing that the use of neurophysiological activity for playful and entertaining HCI is possible. However, current BCIs
suffer from a number of limitations. Neurophysiological measurements have in general
a low signal-to-noise ratio (SNR), making approaches such as averaging over multiple
trials or relatively long (seconds) measurements necessary for an acceptable accuracy of
control. The SNR is further decreased in situations where excessive noise due to eyemovement or muscle activity is present. Consequently, BCIs have rather low accuracies,
especially when the measurement is conducted under natural conditions, not suppressing
movement. In its most extreme form, the low SNR leads to BCI “illiteracy”, people unable
to use a BCI devise, or at least a certain BCI paradigm [Blankertz et al., 2009; Vidaurre
and Blankertz, 2010]. Furthermore, trial averaging, prolonged recording durations, slow
generation of mental activity, signal preprocessing and classification might accumulate to
relatively long system response times. In addition, most BCI paradigms currently need
a number of training examples to train a subject-specific classifier, adding further to the
temporal commitment that comes with BCI use. Finally, the production of mental activities
recognizable for a BCI system can be fatiguing for the user.
These limitations of BCI pose challenges for its use in applications for healthy users.
Although patients for whom BCI is the only interaction modality left may be willing to
accept these limitations, healthy subjects will be less forgiving. For them, many other
input modalities are available. Although the novelty and challenge offered by BCI make
playing such games worthwhile for a time, the above mentioned limitations lead to rather
restrictive game design with a low dimensional control, slow pace, and high error rate.
An alternative to purely BCI-controlled games are multimodally controlled games in
which the player makes use of more traditional input modalities, enabling a wide variety
31
32 | Chapter 2 – Evaluating Affective Interaction
of game dynamics, while BCI offers an additional level of control that has to be mastered either continuously or at specific points during the game. Such hybrid BCIs, the
combination of a BCI and another control modality [Pfurtscheller et al., 2010], allow the
incorporation of the positive characteristics of BCI, while limiting the impact of its negative
characteristics.
Examples of such hybrid BCIs in games are still rare. In “αWorld-of-Warcraft” a neurophysiological measure of the player’s state of relaxation is used to change the shape of
the player’s avatar in accordance with the affective state, while the avatar’s actions in the
massively multiplayer online role-playing environment of World-of-Warcraft are controlled
by the conventional controls [Nijholt et al., 2009]. Gürkök et al. [2011] developed a game
that used SSVEP-based selection in combination with mouse pointing for the control of
several avatars, which were selected by the focus on their associated SSVEP stimuli and
guided by mouse, to herd sheep to a specific goal location. Another recent game using
eye gaze and motor imagery to control a racing car was developed by Finke et al. [2010].
Commercially, several companies have enabled the combination of BCI devices with other
input modalities, for example to trigger a gun by producing a certain target frequency
power while navigating via conventional control modalities 2 , or to manipulate virtual
objects by priorly associated and trained mental activity 3 .
The present work suggests and evaluates a hybrid BCI for the continuous manipulation
of an aspect of the game dynamic during conventional game playing. Specifically, a version
of the internally generated brain activity, the self-induced affective user state of relaxed
wakefulness, is used. Below the working principle of the affect feedback is described,
motivating our choice of the neurophysiological indicator.
2.1.2
Relaxation in the Biocybernetic Loop
In the present study, the aim was the incorporation of a self-induced affective state, in
addition to conventional keyboard control, as an auxiliary control modality that is supposed to have a positive effect on the state of the user. We chose to use relaxation as
the psychophysiological state to foster, due to its relevance for psychological and bodily
well-being.
The user controlled a game element, opponent speed, by means of his relaxation state.
During the game, relaxation should be a desirable state, as it is indirectly rewarded with
advantages in game play (i.e., lower opponent speed and hence easier game play). A similar interface was implemented earlier in the simple game “Brainball” [Hjelm and Browall,
2000; Hjelm, 2003] and by [George et al., 2011]. However, Hjielm’s player was exclusively using EEG activity in order to compete with another player, with the goal to achieve
a greater state of relaxation compared to the opponent. George’s player, on the other hand
had no other task than controlling an object with self-induced relaxation. In the present
work, the goal of the player was to chase and score opponents using the keyboard, while
a state of greater relaxation would simplify the task.
2 http://www.ocztechnology.com/nia-game-controller.html
3 http://www.emotiv.com/
Section 2.1 – Introduction |
This specific aBCI approach, making use of immediate feedback of neurophysiological
activity that is associated with an affective state, can be described with the concept of
the biocybernetic feedback loop [Fairclough, 2010]. A physiological measurement that is
related to the psychophysiological state, such as relaxation, is measured. The application
reacts to the observed physiological indicator of relaxation in terms of a priorly defined
mapping between indicator and system parameters. This reaction results in sensory feedback of the measured state to the user. This feedback functions as a reminder and guide to
the user to maintain or deepen the state of relaxation. Two functionally different feedback
mechanisms can be applied: negative and positive feedback [Fairclough, 2009]. Negative
feedback aims at the minimization of the difference between defined goal state and current user state, keeping the user in a desired goal zone (i.e. reaching and staying in a
state of high relaxation). Positive feedback aims at the constant increase of the desired
psychophysiological state, by adjusting the goal constantly upwards (i.e. setting a new
goal). While the former feedback mode is optimal for safety systems, the latter method
might be more interesting to gamers, requiring constant striving for improvement, and
was thus implemented in the present study.
The identification of a valid and reliable measure of the user state is a critical aspect
of such a system. As laid out by Fairclough [2010], there are multiple possibilities how
physiological measures can map to psychological concepts, such as the affective state.
The easiest and most straightforward relationship between measurement and concept is
the one-to-one mapping, where a specific measurement informs about a specific concept.
Other mappings are the one to many, many to one, and many to many mappings, which
reflect the complexity of the interrelations between different measurements with different
psychophysiological concepts. For the purpose of this study, we identified parietal alpha
activity as a potential indicator of relaxation. Parietal alpha is associated with affective
processes, but also with cognitive functions. It is thus interesting, whether this activity constituting a one-to-many mapping - can be used for the volitional control of a parameter
in a computer game.
2.1.3
Alpha Activity as Indicator of Relaxation
A conceptually similar approach to the implemented feedback mechanism can be found
in neurofeedback methods [Hammond, 2007]. Neurofeedback is a variant of biofeedback
that enables the users to monitor and regulate body functions that are normally not accessible to them. Specifically, indicators of brain activity are made observable via visualisation
or sonification. Examples of such indicators are the alpha band power (8-12 Hz), sensorymotor rhythm (8-15 Hz), or slow cortical potentials. The potential areas of the application
of neurofeedback techniques are manifold, and can be found for therapeutical contexts as
well as for purposes of cognitive enhancement. Prominent current applications involve the
treatment of epilepsy [Sterman and Egner, 2006], attention-deficit hyperactivity disorder
(ADHD) [Arns et al., 2009], and of substance abuse [Sokhadze et al., 2008]. In recent
years studies also revealed performance increases in healthy subjects as a result of certain
neurofeedback protocols [Gruzelier et al., 2006]. The rationale for these procedures is
the assumption that training subjects to increase activation in relevant brain areas will im-
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prove the performance aspects of associated functions. In general, a specific brain activity,
identified on the basis of patient versus norm populations or on correlates of desired states
or processes, is fed back to the user, rewarding its (increased) occurence.
We chose the feedback of alpha activity over parietal regions for its supposed relation
with a state of relaxed wakefulness compared to a state of stress or mental workload.
As [Niedermeyer, 2005] states, the “relaxed waking state is the optimal condition for the
posterior alpha rhythm”. On the other hand, the alpha rhythm is “blocked or attenuated by
attention, especially visual, and mental effort” [Shaw, 1996]. This relationship between
alpha and relaxation was also observed in recent studies, which found increased alpha
to correlate with a decreasing physiological indicator of arousal (skin conductance level)
[Barry et al., 2007, 2009]. Teplan and Krakovska [2009] have shown the correlation of
posterior alpha power with subjective ratings of the state of relaxation. Nowlis and Kamiya
[1970] found that self-induced alpha, in response to a short neurofeedback training, led
participants to report a feeling of “relaxation, letting go, and pleasant affect”.
In that regard, it is interesting that alpha power is considered as inversely related
to neuronal activity [Laufs et al., 2003]. This has been interpreted as cortical idling
[Pfurtscheller and Lopes da Silva, 1999]. However, the view that alpha power is only
a consequence of inactivity is starting to shift, as alpha oscillations are now considered
as active mechanisms and functional correlates in perception, movement, and memory
processes [Klimesch, 1999; Schürmann, 2001; Palva et al., 2007].
Furthermore, the feedback of alpha activity is considered to be an important tool for
the treatment of anxiety disorders or of general anxiety in non-patient populations, which
are associated with an unusually strong activation of the sympathetic branch of the autonomous nervous system [Moore, 2000, 2005; Hammond, 2005].
2.1.4
Hypotheses
The purpose of the experiment was to examine the effect that α-feedback-based BCI has
on game play. To assess the effect that the feedback of the alpha power had, a control
condition with sham feedback was devised. The effects of this feedback manipulation
were investigated via subjective and objective indicators.
As subjective indicators of user experience, we compared the responses of the participants for the Game Experience Questionnaire (GEQ; [IJsselsteijn et al., 2007]) scales
(competence, flow, tension, negative affect, positive affect) and for an additional α-control
item. We expected the participants to be better able to control their relaxation state in the
condition where they actually received feedback of it in terms of alpha power. This should
be reflected in their game experience ratings as a higher feeling of α-control, less tension and higher competence rating, and consequently lead to lower negative and higher
positive affect. In addition, we manipulated game difficulty to avoid a ceiling effect of
relaxation, which would hinder users to self-induce further relaxation. We expected the
difficulty manipulation to result in higher tension, lower feeling of control and of competence for difficult compared to easy gaming.
H1a : α-feedback conditions lead to greater feeling of α-control, less tension, lower negative,
Section 2.2 – Methods: System, Study design, and Analysis
higher positive affect, and a higher feeling of competence, compared to sham-feedback condition.
H1b : The difficult game conditions lead to higher tension, lower feeling of competence, compared to the easy game condition.
As objective indicators of the effects of α-feedback, we recorded and analyzed heart
rate and parietal alpha band power during the different feedback conditions. We expected
heart rate decreases4 to reflect higher relaxation in the α-feedback conditions. For alpha
band power, increases for the α-feedback conditions were assumed to reflect the efficacy
of its feedback, rewarding the user’s attempts of relaxation (see Section 2.1.3).
H2 : The heart rate decreases for the α-feedback compared to the sham-feedback conditions.
H3 : Alpha power increases for the α-feedback compared to the sham-feedback conditions.
2.2
Methods: System, Study design, and Analysis
In this section we will first describe the details of the game design and mechanics of the
system design. Then we will outline the methods, measures, and analysis we use to study
the application of neurophysiology as input modality in multimodal gaming.
2.2.1
Game Design and In-game EEG Processing Pipeline
Bacteria Hunt is a hybrid affective BCI game, or a multimodal game using neurophysiological indicators of affective and cognitive states as an auxiliary control modality. The
neurophysiological control modality is based on parietal alpha activity related to the relaxation/arousal state of the user, and on the steady-state visual evoked potential (SSVEP),
assessing the visual and mental focus on an SSVEP stimulus presented in certain parts of
the game (see Section 2.2.2 for a description of SSVEP stimulation). The latter SSVEP
condition is of no direct relevance for the the current study, but will be described for the
sake of completeness. The game is composed of a game component and an EEG processing
component. The game component manages the experimental stimulation (i.e., the conditions), while the EEG component analyzes the EEG signals and feeds control signals back
to the game. This section provides the details of the implementation of these components
and also proposes and evaluates the performance of a new SSVEP detection algorithm.
Game design
The game was built using the Game MakerTM development platform5 . It is based on the
prototype described in Mühl et al. [2009a]. In the following, those features that are of
importance for this study will be described. Following the terminology of Aarseth [2003],
4 The
decrease of heart rate is supposed to be part of the “relaxation response” [Benson et al., 1974], and has
been found to correlate positively with arousal, indicated by higher skin conductivity and subjectively perceived
tension [Drachen et al., 2010] and game difficulty manipulations [Chanel et al., 2011] in computer games.
5 http://www.yoyogames.com/gamemaker
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the game can be decomposed into the game world (consisting of the objects that comprise
the game) and its rules (defining the possible interactions of these objects).
Game world The game world, as depicted in Figure 2.1, consists of several entities:
the player avatar (the amoeba), targets (bacteria), a numeric representation of the points
obtained so far, a graph depicting the recent history of alpha band power and SSVEP
classification, and an SSVEP stimulus (which is always associated with one of the target
items) when it is triggered. The numeric representation of points functions as a high-level
indicator of progress in terms of the game rules, while the graph depicting alpha band
power and SSVEP classification functions as a low-level indicator of the neurophysiological
coupling of the player and the game.
Figure 2.1: The game world. Nine targets (orange “bacteria”) and one player avatar (blue “amoeba”) are
present. The player’s score is shown at the top left. The histogram above the line depicts the
recent alpha band power, below the line the SSVEP classification results are marked.
Game rules For experimental reasons, three levels of the game were created as summarised in Table 2.1. Each level had two difficulty conditions: easy and difficult. Some
general rules were the same for all levels of the game, others varied with the specific level.
Section 2.2 – Methods: System, Study design, and Analysis
Table 2.1: The game levels played during the study, and the manual or neurophysiological control mechanisms
for the game difficulty (bacteria flight speed) and scoring (bacteria eating).
Game Level
Keyboard only (K)
Keyboard+Alpha (KA)
Keyboard+Alpha+SSVEP (KAS)
Flight speed of bacteria
Eating of the amoeba
Constant
α-based
α-based
Key press
Key press
SSVEP-based
General rules: Movement of the player avatar is performed using the arrow keys, resulting
in direct feedback through changed avatar position. Avatar position also jitters by some
random noise in order to create a dynamic feel of a moving “amoeba”. The game world
always contains nine non-overlapping targets. If the distance between the center of the
avatar and that of a target is below a threshold radius, then the target can be “eaten”. Targets disappear when eaten and are replaced by a new target, randomly placed on a free
space in the game world. Successful eating results in positive points, while eating failures
result in negative points. The ultimate goal of the game is to obtain as many points as
possible.
Rules for the flight of targets: Similar to the avatar, each target moves randomly within
a short range, creating the feel of a dynamic game world. In addition, as the avatar approaches a target, the target flees. This flight behavior depends on some factors. Levels KA
and KAS employ alpha neurofeedback, which inversely affects target flight. Targets flee
further if the scaled alpha power (Psca (fα ), see Section 2.2.2) is low and less far if it is
high, making the player’s mental state control the difficulty of the hunt. Moreover, in an
easy game, targets flee less far than in a difficult game where players have to chase their
targets with great effort. Therefore in an easy game, movements are generally perceived
as slower and in smaller numbers than in a difficult game.
Rules for points for eating targets: In all game levels, an unsuccessful eating attempt is
penalized with -50 points. In levels K and KA, eating is triggered by pressing the Ctrl key.
A successful eating attempt rewards the player points proportional to the distance between
the centres of the avatar and the closest target. In level KAS, approaching a target closer
than the threshold radius triggers a SSVEP stimulus appearing next to the target. The
association of the stimulus and the target is visualized by a line connecting both. The
stimulus consists of a circle with a diameter of 128 pixels and flickers with a frequency of
7.5 Hz, changing from black to white. It is displayed for 6 seconds on the screen. This
frequency-stimulus combination was shown to be highly efficient in the elicitation of an
SSVEP response [Mühl et al., 2009a]. The SSVEP classification results (R(fH2,H3 ), see
Section 2.2.2) are recorded within the time interval of 3-6 sec with respect to the stimulus
onset (this specific interval depends on the window size of 3 seconds used in the EEG
processing). If the mean output of the SSVEP classifier during this interval is above 0.5,
the target gets eaten. In this case the player receives points proportional to his mean
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alpha power measured in the same interval. Thus, for players, it is of benefit to control
both alpha band power and SSVEP simultaneously.
2.2.2
EEG Processing
The EEG signals were continuously read with 512 Hz and processed in 3-second sliding
windows, the interval between window onsets being 1 second. We decided for this specific window-length, as it gave superior classification results compared to shorter window
lengths in conjunction with 7.5 Hz SSVEP stimulation [Mühl et al., 2009a]. Signal processing and machine learning steps were carried out in Python, using the Golem6 and
Psychic7 libraries . The steps for processing a window are depicted in Figure 2.2.
A window was first re-referenced using common average referencing (CAR) since no
reference electrode was employed during recordings. Then the total alpha power, P (fα ),
was obtained by averaging the individual amplitude values for each integer frequency in
8-12 Hz at channel Pz computed by 512-points fast Fourier transform (FFT). For game
level K, all observed alpha power values P (fα ) were just collected within a vector, AK ,
for use in the next levels and no further processing was done in the window.
In games KA and KAS, local minima and maxima (αmin and αmax ) were defined for
normalization as follows:
αmin = µ(AK ) − (2 × σ(AK )) and
αmax = µ(AK ) + (2 × σ(AK ))
(2.1)
where µ(AK ) and σ(AK ) are the mean and standard deviation values of set AK . This
way, assuming a normal distribution, the interval [αmin , αmax ] would contain 95% of the
cases and eliminate possible outliers. To obtain the final alpha power, P (fα ) was mapped
to a value in [0,1] as:
Psca (fα ) =
P (fα ) − αmin
αmax − αmin
(2.2)
where Psca (fα ) is the scaled alpha power value. In cases where Psca (fα ) < 0 and
Psca (fα ) > 1, it was assigned to 0 and 1 respectively. For game KA, window processing
ended here.
For game KAS, processing went on by SSVEP detection. An adapted version of the
detection algorithm by [Cheng et al., 2002] was implemented for this purpose (see Section
2.2.2 for implementation details and evaluation). Powers in second (15 Hz) and third
(22.5 Hz) harmonics of the stimulus flickering frequency (7.5 Hz) at channel Oz were
extracted using 1024-points FFT and averaged. Let P (fH2,H3 ) denote this average SSVEP
response. P (fH2,H3 ) was standardised as follows:
z(fH2,H3 ) =
6 https://github.com/breuderink/psychic
7 https://github.com/breuderink/golem
P (fH2,H3 ) − µ(f10−35 )
σ(f10−35 )
(2.3)
Section 2.2 – Methods: System, Study design, and Analysis
32 EEG
CAR
Oz
Pz
8-12 Hz
15,22.5 Hz
thresholding
SSVEP
no SSVEP
Figure 2.2: The pipeline depicting the processing steps each 3-second EEG epoch is submitted to. The signal is
measured from the 32-channel EEG cap, and referenced to the common average. Then the alpha
band power (8-12 Hz) and the power for the SSVEP-algorithm (15, 22.5 Hz) are extracted via FFT
from the parietal electrode Pz and the occipital electrode Oz, respectively. While the alpha power
(relaxation state) is directly translated into opponent speed, the power of the SSVEP frequency is
checked against a simultaneously computed threshold to decide if an SSVEP response (focus on
the flicker) was detected.
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where z(fH2,H3 ) is the z-score and µ(f10−35 ) and σ(f10−35 ) are the mean and standard
deviation values for the average power in 10-35 Hz band. The SSVEP response, R(fH2,H3 ),
was detected with respect to the threshold value of 0.4, determined as described in the
next subsection, as:
1 : z(fH2,H3 ) > 0.4
R(fH2,H3 ) =
(2.4)
0 : otherwise
Once the values necessary for a game version were computed out of the window, the
values were passed to the game via the TCP connection (see Table 2.2).
Table 2.2: Values sent through TCP for each game version
Level
Alpha power
SSVEP response
K
KA
KAS
Constant
Psca (fα )
Psca (fα )
Constant
Constant
R(fH2,H3 )
The Steady-State Visually-Evoked Potentials Control
Steady-state visually-evoked potentials (SSVEP) can be induced when a person is attending to a flickering visual stimulus, such as a LED. The frequency of the attended (and
fixated) stimulus [Regan, 1989], as well as its harmonics [Müller-Putz et al., 2005], can
then be traced in the EEG over the visual cortex, that is electrode locations O1, Oz, and O2
according to the 10-20 system. If several stimuli are flickering with a different frequency,
then the attended frequency will dominate over the other presented frequencies in the
observers EEG [Skidmore and Hill, 1991].
A commonly used method to detect SSVEPs is to apply a Fast Fourier Transformation on the EEG and compare the amplitudes in the frequency bins corresponding to the
frequencies of the stimuli provided. If only one stimulus is used, the amplitude of the corresponding frequency bin is compared to a set threshold. Frequencies of stimuli between
5-20 Hz elicit the highest SSVEPs [Herrmann and Knight, 2001].
SSVEPs depend on gaze, which means that users have to move their eyes or head to
control a SSVEP-BCI with maximal efficiency. Covert attention to SSVEP-stimuli has been
shown to still allow the elicitation of SSVEPs [Morgan et al., 1996; Müller et al., 1998;
Kelly et al., 2005; Allison and Polich, 2008]. However, when the stimulus is presented at
an angle larger than three degrees from fixation, the detection of SSVEP (and therefore
also a covert attention SSVEP-BCI) becomes unlikely [Thurlings et al., 2010].
The SSVEP detection algorithm used in our system is based on the algorithm described
by Cheng et al. [2002]. Their algorithm is defined as follows: the SSVEP response is
defined as the sum of the power in the fundamental frequency and the power in the
Section 2.2 – Methods: System, Study design, and Analysis
second harmonic. This is compared to twice the power of a baseline. In other words,
the average of the fundamental frequency and second harmonic has to be higher than the
baseline to give a positive classification. The baseline is the mean power in the frequency
spectrum between 4 and 35 Hz, determined empirically before the session with real-time
feedback. The selection in their system is made in cases where a particular option is
selected for four consecutive windows. The window size is 512 samples, with a 60-sample
inter-window-interval, at a sample frequency of 200 Hz.
This algorithm has been adjusted in a few key ways, in order to make it more robust
to spontaneous alpha activity, and personalized without the need for prerecorded data. In
time-frequency plots created from the data of the pilot experiments, clear power increases
show for the second and third harmonics for most of the subjects, but not always for
the fundamental frequency. Based on this information, we decided not to look at the
fundamental frequency and second harmonic, but at the second and third harmonics. This
means that there is no longer a need to rely on information from the alpha range. As
activity in the alpha band is also used as a representation of relaxation which the user can
actively try to control or passively perceive, this is a way to separate the two paradigms
somewhat. The lower bound of the baseline range has been increased to 10 Hz, in order
to make it less susceptible to low-frequency artifacts, for example such as those caused by
eye movements. Whereas Cheng et al. use a fixed baseline, the Bacteria Hunt algorithm
first applies z-score normalization. This is a way to set a subject-independent threshold on
previously subject-dependent data, without requiring previous recordings of the subject
before starting the session with real-time feedback. It might also make the algorithm more
robust to changes over time. Finally, Cheng et al. used electrode O1 and O2, but did not
describe how they merged the recordings from these two electrode sites, so we decided to
rely for both algorithms on brain activity at the center of the occipital lobe (electrode Oz),
where the SSVEP response was expected to be the strongest.
In short, in the Bacteria Hunt algorithm the SSVEP response is defined as the average of
the power in the second and third harmonics. In the case of 7.5 Hz stimulation, this means
the average of the power at 15 Hz and 22.5 Hz. To determine this power a 1024-points
fast Fourier transform is applied to the 3-second windows recorded at 512 Hz sample
frequency. This results in a frequency bin size of 0.5 Hz. The SSVEP response is normalized
according to the data in the same window, from 10 Hz to 35 Hz. The mean and standard
deviation of power over this frequency range is computed. These values are used for the
z-score normalization. If this normalized response is higher than the fixed threshold, an
SSVEP has been detected. This threshold determines the detection accuracy, and therefore
has to be estimated carefully.
Threshold estimation and pilot evaluation The threshold estimation was based on
eight datasets gathered during preliminary experiments with six subjects. During these
pilot studies, subjects played the Bacteria Hunt game, but were forced to have sufficient
periods without SSVEP stimulation by waiting to eat a new bacterium for at least six
seconds. This way, data was obtained with and without SSVEP stimulation within the
environment later used in the game setting with real-time feedback. Based on this data,
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Figure 2.3: Mean accuracy per threshold, average over the eight datasets from the pilot experiment. The
highest accuracy is yielded with a threshold of 0.4.
the threshold that would result in, on average, the optimal accuracy for SSVEP detection
is 0.4 (Figure 2.3). This optimal threshold was used in the main experiment.
In order to decide which of these two classification algorithms, the original or the
modified version, should be implemented for the game, the area under the curve (AUC)
was used as a performance measure. AUC values are a measure of discriminability of the
two classes (SSVEP versus no SSVEP) based on the given values. To be exact: “The AUC of
a classifier is equivalent to the probability that the classifier will rank a randomly chosen
positive instance higher than a randomly chosen negative instance. This is equivalent to
the Wilcoxon test of ranks” [Fawcett, 2006]. The AUC is based on the receiving-operating
characteristics (ROC) curve, which is created by varying the threshold and plotting the
resulting true positive rates (hits relative to the total number of windows during which
the SSVEP stimulus was shown) and false positive rates (false alarms relative to the total
number of windows during which no stimulus was provided). This means on one hand
that the class ratio of SSVEP versus no SSVEP has no influence on the resulting ROC or AUC
value. Besides, this performance measure is independent of the actually chosen threshold,
really focusing on the ability to discriminate on this feature. These are two advantages this
measure of performance has over more simple measures such as accuracy (the number of
hits and correct rejections relative to the total number of samples). An AUC value of
0.5 would be random performance for a two-class problem. An AUC value of 1.0 would
indicate perfect discrimination. From the pilot studies, an average AUC value of 0.64 was
computed for the original algorithm of Cheng et al., and of 0.74 for the Bacteria Hunt
variety. Although it is based on only those eight datasets, the adaptation of the algorithm
is expected to perform better than the original, thus the new algorithm was selected to be
used with the game for real-time feedback.
Section 2.2 – Methods: System, Study design, and Analysis
Figure 2.4: ROC curves of the SSVEP detection algorithm by Cheng et al. (dashed) and the Bacteria Hunt
algorithm. The Bacteria Hunt SSVEP algorithm performs, though not significantly, overally better.
Evaluation of the SSVEP detection algorithm To compare the SSVEP detection algorithm used by Bacteria Hunt with the original developed by Cheng, et al., the ROC curve
was computed on a superset containing samples from the four game blocks of all nineteen subjects (refer to Section 2.2 for the experiment design). For the samples which
were positive for SSVEP stimulation, the brain signal data recorded during the KAS level
was epoched starting from one second after the SSVEP stimulation with a duration of
three seconds. The samples with no SSVEP stimulation were taken from KA levels, which
were simply epoched in subsequent 3-second windows. The result is a dataset with 1569
windows during SSVEP stimulation, and 4560 windows without. See Figure 2.4 for the
resulting ROC curves. The AUC value seems slightly larger for the Bacteria Hunt algorithm.
However, based on two ROC curves it is not possible to determine whether the difference is significant. Therefore the AUC values per block per subject were examined as
well. A paired samples t-test was used to compare the AUC values for the algorithm of
Cheng, et al. to the Bacteria Hunt version. There was a trend towards a higher performance for Bacteria Hunt (M=0.65, SD=0.14) than Cheng, et al. (M=0.62, SD=0.18)
with t(75)=1.775, p=0.08. When comparing the performance for real alpha versus sham
alpha blocks, or easy versus difficult games, there was no difference.
A possible problem for the estimation of an optimal threshold is the co-occurrence
of SSVEP-unrelated physiological differences during the non-SSVEP trials during gaming.
Normal gaming, in contrast to the concentrated fixation during SSVEP, might be contaminated by additional activity occurring due to muscle activity, eye movements and
game-related cognitive activity. This activity might be found to influence the power in the
relevant frequencies, that is between 10 and 35 Hz and hence bias the SSVEP recognition algorithm, relying on a threshold estimated with relatively clean non-SSVEP trials.
Therefore, the conditions during threshold estimation should match the conditions of ap-
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plication, to keep the bias as small as possible.
Summarising, the modified version of Cheng, et al. was overall better performing than
the original version. An optimal threshold estimation should take the context of use into
account, specifically additional activities when no SSVEP stimulus is shown.
2.2.3
Participants
Nineteen participants (three female) took part in the experiment. The mean age was 29
years, ranging from 16 to 47 years. Eighteen participants were right-handed, one was
left-handed. Informed consent was obtained from all subjects. To motivate participants
to highest performance levels, and thus to make active use of the advantages a high state
of relaxation would bring, two cinema tickets were promised to the participant with the
highest score. Six Euro per hour or a course credit were given as a reimbursement to the
participants.
2.2.4
Data acquisition and material
The game was run on a separate presentation computer (1.8 GHz Pentium M). The EEG
signals were recorded with 512 Hz sample rate via a BioSemi ActiveTwo EEG system
and thirty-four Ag/AgCl Active electrodes. Additionally, electrocardiogram (ECG), galvanic skin response (GSR), and blood volume pulse (BVP) were recorded. The data was
processed and saved on a separate data recording and processing computer (2.53 GHz
Quadcore) running BioSemi ActiView software.
To acquire subjective responses from the participants, the game experience questionnaire (GEQ) devised by IJsselsteijn et al. [2007] was used. The questionnaire comprises
items that are accumulated to 7 scales, each reflecting a specific facet of game experience:
competence, immersion, tension, flow, challenge, positive affect, and negative affect. The
immersion scale provided by the GEQ was left out of the questionnaire for its irrelevance
in the current study. In addition to the items of the GEQ we asked the participants directly
to rate their perceived ability to control the alpha power by relaxing (α-control item). For
all items 5-point Likert-scales, ranging from 1 (not at all) to 5 (very), were used.
2.2.5
Experiment design
Effect of alpha neurofeedback
In order to test the hypothesis about the influence of neurofeedback, a two-factorial (2
(feedback) × 2 (difficulty)) experimental protocol was devised, resulting in four conditions: easy and real feedback (A), difficult and real feedback (B), easy and sham feedback
(C), and difficult and sham feedback (D), as depicted in Table 2.3.
For the first factor (feedback) the alpha feedback application was manipulated. In the
real feedback version an increase of alpha yielded a decrease in mobility of the bacteria.
That is, the successful player would be able to bring the bacteria to a halt, thus scoring
more. In the sham feedback version the mobility of the bacteria was controlled by the
Section 2.2 – Methods: System, Study design, and Analysis
Table 2.3: The structure of the experiment design, illustrating the combination of the two factors of feedback
(α versus sham) and difficulty (easy versus difficult) into four conditions, each implemented as a
series of the 3 game levels (keys only (K), keys + α (KA), and keys + α + SSVEP (KAS)).
Easy
Difficult
α-feedback
Sham-feedback
A
B
C
D
alpha values from the first of the three games played (level K). Thus there was no systematic relation between the players instantaneous state and the feedback in the levels KA
and KAS.
The second factor (difficulty) controlled the strength of the feedback. A high difficulty
would mean that the bacteria moved faster and that it would therefore be harder to catch
them. This manipulation was introduced to ensure that people’s relaxation was not at a
ceiling level, obstructing possible increases of relaxation.
Participants were asked to play four game blocks (i.e., the four conditions listed in
Table 2.3). The order of blocks was pseudo-randomized to avoid order effects. Each block
contained the 3 games in the following order: K, KA, and KAS (see Section 2.2.1). Each
game lasted for 3 minutes. That made a total duration of 9 minutes per block, excluding
small breaks between the games. After each block the participants were given the GEQ
questionnaire to evaluate their game experience. To avoid an “observer-expectancy effect”,
that is a bias of the participant by the experimenter’s knowledge and expectation, the
experimenters were not aware of the specific experimental condition a given game block
was associated with.
2.2.6
Procedure
The participants were seated in front of the computer running the game. The distance to
the screen was about 80 cm. They read and signed an informed consent and instructions,
and filled in a questionnaire assessing information about the amount of computer usage,
prior drug consumption, amount of sleep and so forth. After that the electrode cap was
placed and the electrodes connected. The thirty-two electrodes were placed according
to the 10-20 system [Jasper, 1958] (see Figure 2.5). Furthermore, two electrodes were
attached to the back of the left and right lower arm of the participant to record ECG
(Eindhoven Lead 1 standard). Two GSR electrodes and a plethysmograph, measuring the
BVP, were fastened to the intermediate phalanges of the little and ring fingers, and to the
distal phalange of the middle finger of the left hand, respectively.
Immediately before the experiment, the participants were again informed about the
differences in control of the 3 games, and specifically the role of alpha power and the
possibility to influence it through relaxation.
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Figure 2.5: Electrode locations according to the 10-20 system with Pz (location of α-band power extraction)
and Oz (location of SSVEP-band power extraction) highlighted.
2.2.7
Data analysis
The answers to the items regarding the participants’ experiences during each block of
games were accumulated into the 6 scales of the GEQ [IJsselsteijn et al., 2007]. To investigate the effect of the feedback and difficulty manipulations on the subjective game
experience ratings we computed 2 (feedback) × 2 (difficulty) repeated measure analyses
of variance (ANOVA).
For the analysis of the EEG data, the recordings were processed with EEGlab [Delorme
and Makeig, 2004]. After application of a common average reference, the data was downsampled to 256 Hz, and separated according to the levels and conditions. Then the power
of the frequencies of interest was extracted using Welch’s method [Welch, 1967], using
sliding windows of 512 samples with 256 samples overlap. To approximate normal distribution of the frequency power, the natural logarithm was applied on the extracted power
values. For the overall contrasts of conditions, the data of level K was used as a baseline
for levels KA and KAS to remove variance due to frequency differences over time (i.e.
blocks) and between participants.
To extract the heart rate, the ECG signal was filtered by a 2-200 Hz bandpass 2-sided
Butterworth filter and peak latencies were extracted with the Biosig toolbox [Schlögl and
Brunner, 2008]. The results of the peak detection algorithm were visually screened and
artifactual cases (i.e., the data of three participants) excluded from the analysis. Then the
heart rate was computed for each 3 minute game in terms of average detected beats per
minute. The GSR, BVP, respiration and temperature recordings were not analyzed due to
a high number of movement artifacts.
To investigate the effect of the feedback and difficulty manipulations on the heart rate
and alpha power, we computed 2 (feedback) × 2 (difficulty) repeated measure analyses of
Section 2.3 – Results: Ratings, Physiology, and EEG
variance (ANOVA) for each of the neurophysiologically controllable levels (KA and KAS).
To attenuate the influence of practice and time, we used the measurements of the first
level (K) as a baseline, computing the changes of heart rate and power during levels KA
and KAS relative to the respective measurements during level K of the same game series.
To ensure normal distribution, we removed cases (i.e., participants) that contained outliers, according to the mild outlier criterium (3×inter-quartile range). Where appropriate,
Greenhouse-Geisser corrected results are reported. As effect size measure we report the
partial eta-squared ηp2 .
2.3
Results: Ratings, Physiology, and EEG
2.3.1
Subjective Game Experience
Table 2.4: Main effects of the feedback manipulation (α vs. sham) and of the difficulty manipulation (easy vs.
difficult) for the GEQ scales and the α control item. Mean (x̄) and standard deviation (s) for the
respective conditions, and the statistical indicators F-value, p-value, and η p 2 .
α-Feedback
Sham-Feedback
ANOVA
GEQ Scale
x̄
s
x̄
s
F
p-value
ηp 2
Competence
Flow
Tension
Challenge
Negative
Positive
α control
2.82
3.02
2.43
2.84
2.42
3.28
2.86
0.86
0.70
0.60
0.51
0.73
0.76
1.30
2.90
3.00
2.54
2.83
2.40
3.32
2.68
0.86
0.76
0.62
0.53
0.75
0.71
1.18
.378
.008
1.345
.015
.041
.085
.959
n.s.
n.s.
n.s.
n.s.
n.s.
n.s.
n.s.
–
–
–
–
–
–
–
Easy Level
Competence
Flow
Tension
Challenge
Negative
Positive
α control
Difficult Level
ANOVA
x̄
s
x̄
s
F
p-value
ηp 2
3.31
2.97
2.29
2.67
2.42
3.46
3.00
0.87
0.73
0.65
0.47
0.67
0.71
1.20
2.41
3.05
2.68
3.00
2.39
3.14
2.55
0.88
0.76
0.59
0.50
0.77
0.73
1.26
45.080
.563
14.379
22.287
.121
11.909
6.881
< 0.001
n.s.
0.001
< 0.001
n.s.
0.003
0.017
.714
–
.444
.553
–
.398
.276
From the post-game questionnaires we extracted the values of the GEQ scales and the
α control item to examine the effect that the feedback and difficulty manipulation had on
|
47
48 | Chapter 2 – Evaluating Affective Interaction
the game experience (see Table 2.4). Real alpha feedback, compared to sham feedback,
was expected to lead to less tension, less negative and more positive affect, and a higher
feeling of competence. However, none of the game experience scales showed significant
differences in the feedback contrasts for the easy and difficult conditions.
The difficulty manipulation, on the other hand, had the expected effects on game experience. In the difficult conditions compared to the easy conditions, the users felt less
competent in their capability to control the game (p < 0.001) and felt less in control of
the α input modality (p = 0.017). Consequently, they felt a higher tension (p = 0.001),
and more challenged in the difficult conditions (p < 0.001). Furthermore, the users felt
less positive affect for the difficult feedback condition (p < 0.003). No interaction effects
between neurofeedback and difficulty manipulation were found.
2.3.2
Physiological Measures
The repeated measures ANOVA of heart rate responses to feedback and difficulty manipulations did not yield significant main effects (see Table 2.5), nor an interaction. The
development of the heart rate over the course of the game levels KA and KAS relative to
the first level K is depicted in the left panel of Figure 2.6.
Table 2.5: Main effects of the feedback manipulation (α vs. sham) and of the difficulty manipulation (easy
vs. difficult) on the heart rate change relative to game K of the respective condition (no-feedback
baseline condition). Mean (x̄) and standard deviation (s) for the respective conditions, and the
statistical indicators F-value, p-value, and η p 2 .
α-Feedback
ANOVA
Level
x̄
s
x̄
s
F
p-value
ηp 2
KA
KAS
-1.940
-5.137
2.012
3.718
-1.506
-3.514
2.262
4.057
0.453
2.580
n.s.
n.s.
–
–
Easy Level
KA
KAS
2.3.3
Sham-Feedback
Difficult Level
ANOVA
x̄
s
x̄
s
F
p-value
ηp 2
-0.974
-3.809
2.433
3.986
-2.472
-4.842
2.010
4.058
4.297
.833
n.s.
n.s.
–
–
EEG Alpha Power
The repeated measures ANOVA comparing the alpha power values measured at electrode
Pz did show no significant main effects of the feedback conditions or of the difficulty
manipulation (see Table 2.6). We also did not find an interaction effect. The development
Section 2.4 – Results: Ratings, Physiology, and EEG
of the alpha power over the game levels KA and KAS relative to the first level K is depicted
in the right panel of Figure 2.6.
Table 2.6: Main effects of the feedback manipulation (α vs. sham) and of the difficulty manipulation (easy vs.
difficult) on the alpha power change relative to game K of the respective condition (no-feedback
baseline condition). Mean (x̄) and standard deviation (s) for the respective conditions, and the
statistical indicators F-value, p-value, and η p 2 .
α-Feedback
Sham-Feedback
ANOVA
Session
x̄
s
x̄
s
F
p-value
ηp 2
KA
KAS
-0.004
0.179
0.103
0.283
-0.002
0.235
0.105
0.248
.004
3.556
n.s.
n.s.
–
–
Easy Level
KA
KAS
Difficult Level
ANOVA
x̄
s
x̄
s
F
p-value
ηp 2
-0.027
0.184
0.090
0.237
0.021
0.230
0.099
0.303
3.923
1.333
n.s
n.s.
–
–
Figure 2.6: Left: The development of the heart rate over the games KA and KAS, relative to the initial game
K, for all four conditions. Right: The development of the parietal alpha power over the games KA
and KAS, relative to the initial game K, for all four conditions. The data shows a trend toward a
lower heart rate and higher alpha power with increasing game level, but no significant effects of
the feedback or difficulty manipulations.
|
49
50 | Chapter 2 – Evaluating Affective Interaction
2.4
Discussion: Issues for Affective Interaction
We attempted to build a computer game, which used affective BCI as auxiliary control
modality, in addition to conventional keyboard control. Users were enabled to control a
game parameter - opponent speed and thereby game difficulty - by their relaxation/arousal
state, indexed by parietal alpha band power. To evaluate the system, we manipulated the
control the user had over the auxiliary and neurophysiology-based modality “relaxation”
by replacing the mapping of instantaneous parietal alpha power with that of apparently
random alpha power (a playback of power recorded during the first game of each block,
in game level K). We expected the neurofeedback-informed control over the relaxation
state to be reflected in differences of the subjective game experience, heart rate, and in
the relaxation indicator, alpha activity, itself.
The comparison of real and sham feedback conditions did not provide evidence for
the expected effects of the α-feedback. The feedback manipulation did not affect game
experience, heart rate, or the alpha frequency power.
The failure of the feedback manipulation to affect subjective game experience and
physiological measures could be due to several neurophysiological, methodological and
technical issues:
1. Alpha activity is not a reliable indicator for states of relaxation/arousal in a multimodal gaming environment.
2. The participants were not able to self-induce states of relaxation during the games.
3. The feedback was not salient enough to make the relationship between user’s affective states and the game dynamic perceivable.
In the following sections we discuss these issues and their implications for future efforts
toward this type of hybrid affective BCI approaches.
2.4.1
Indicator-suitability
The reliability of the chosen indicator for a certain affective or cognitive state is a core component of any system that implements a biocybernetic feedback loop [Fairclough, 2010].
We selected alpha activity as an indicator of arousal, as it was found to correlate with
the subjective feeling of relaxation, and was successfully involved in neurofeedback treatments of diverse anxiety disorders. However, alpha power might vary with several other
factors in addition to its correlation with the relaxation/arousal dimension. It is for example sensitive to the opening and closing of the eyelid, but it is also implied in several
cognitive processes, such as working memory and sensory processing [Pfurtscheller and
Lopes da Silva, 1999; Schürmann, 2001; Klimesch et al., 2007; Palva et al., 2007; Jensen
and Mazaheri, 2010].8
8 In Chapter 4, we will explore the role of parietal alpha power for the indication of emotional salience of
visual compared to auditory affective stimuli – evidence for the modalty-specific cognitive function of alpha
during sensory processing.
Section 2.4 – Discussion: Issues for Affective Interaction |
Such covariation of alpha power with other mental functions besides relaxation/arousal,
might introduce an additional source of variance in the power of the alpha band. This
might especially be the case in complex and natural environments, where the task at hand
involves several neural processes, for example sensory processing and orientation. As the
studies that suggest alpha to be an indicator of a relaxed state only use relaxation tasks
[Barry et al., 2007, 2009; Teplan and Krakovska, 2009], no other processes that potentially
covary with alpha power are adding to the variance in the alpha band.
To test the suitability of a neurophysiological indicator of affect to reliably reflect the affective state in a specific applied and complex environment, additional experiments could
be done in this very environment. For example, a dedicated experiment could validate the
role of alpha power as predictor for relaxation in a complex natural HCI scenario (done
here). Alternatively, an exploratory analysis could be conducted with the aim to find the
best measure discriminating between the relevant states of affect. The latter approach
has the advantage of identifying potential indicators other than the one supported by the
literature, but it also bears the challenge of inducing the affective states of interest. Here
users might be affectively primed before a certain condition by affect eliciting material or
instructions. In the next two chapters, we will introduce possible affect induction procedures that use multimodal stimuli, and that might be applied for such emotional priming
approaches.
Summarizing, neurophysiological indicators, such as the alpha rhythm, are unlikely
to map uniquely and in a one-to-one manner onto a certain affective state. Especially in
complex environments that require a multitude of mental processes for coping, additional
influences of other processes on the chosen indicator can be expected. Therefore it is
necessary to critically evaluate the reliability of the chosen indicator under conditions
similar to those existing in the application environment.
2.4.2
Self-Induction of Relaxation
The physiological effects were also expected on the basis of clinical neurofeedback studies,
which show that people are able to influence their brain activity when it is made perceivable [Hammond, 2005; Moore, 2005]. Studies on (generalised) anxiety in patients and
non-patients show that alpha neurofeedback (i.e., alpha enhancement training) can decrease the level of stress and anxiety [Hardt and Kamiya, 1978; Hare et al., 1982; Rice
et al., 1993]. Although the present study’s rationale (interaction modality versus therapeutic, anxiety reducing effect) and methodology (by clearly instructing participants to
relax to influence alpha power) differ from the traditional neurofeedback research, some
important lessons might be learned from neurofeedback approaches.
One of the relevant factors for the efficacy of neurofeedback seems to be the amount
of training participants receive (Moore, 2005). Neurofeedback therapy is mostly done
over several sessions [Ancoli and Kamiya, 1978; Hammond, 2007], though subjective or
physiological effects of neurofeedback can already be observed after one session [Nowlis
and Kamiya, 1970; Mulholland et al., 1983; Fell et al., 2002]. Consequently, a training
protocol which incorporates multiple sessions and gives users the chance to train the brain
activity that is used for the interface might yield effects. However, it is also important to
51
52 | Chapter 2 – Evaluating Affective Interaction
notice that we chose alpha because of an association with an affective state that would
need less training than an abstract neurophysiological feature not associated with such an
intuitively controllable state.
Another problematic issue is the high level of relaxation in the subject population (students), possibly leading to a floor effect of relaxation. Hardt and Kamiya [1978] observed
an effect of alpha neurofeedback on students with high levels of anxiety, but not on those
with low levels. Therefore it is possible that the original level of relaxation was not further
increasable by a neurofeedback procedure, leading to a ceiling effect. A careful selection
of a highly stressed test population would be advised to evaluate the efficacy of a neurofeedback system. In the current experiment we tried to induce a higher level of stress via
the more difficult game level. This did not result in an effect of neurofeedback, despite the
indicated successful increase of the subjectively perceived stress level (i.e., tension scale
of the GEQ).
Finally, and not unrelated to the above discussion of the reliability of alpha band power
as an indicator of relaxation in a multimodally controlled computer game, it is unclear, if
participants are immediately able to enter a state of relaxation when faced with a challenging task. The simultaneous keyboard controlled movement of the avatar and the attempt
to maintain or enter a state of relaxation is clearly different from most studies which
solely ask the participant to do one thing, relax or to enter a state that satisfies the goal
of the neurofeedback procedure (i.e., increasing or decreasing a certain neural feature).
In the gaming scenario, however, the two tasks might impose a higher workload, as is a
general issue in applications requiring the use of multimodal control [Fairclough, 2010].
Mulholland et al. [1983] found indeed a decrease of the effect of neurofeedback when
participants were also instructed to perform a counting task during the session, though
the effect was still superior to a sham-feedback condition.
Summarizing, if the control of the neurophysiological indicators of self-induced affect
is a viable input modality during multimodal human-computer interaction has to be evaluated with respect to the time users need for the acquisition of the skill of self-induction
of affect and with respect to the workload imposed by simultaneous tasks.
2.4.3
Feedback Saliency
The technical implementation of a feedback system and the choice of parameters for the
extraction of the physiological features are further relevant issues that we will discuss here
with a special focus on the saliency of the feedback method.
A first factor that influences the sensory saliency of the feedback, is the manner in
which the feedback is given: explicitly or implicitly. We visualized the alpha power in
two ways: explicitly as bar hight at the top of the screen, and implicitly, by the speed of
the opponents. Nevertheless, it is possible that the participants did not use the explicit
feedback given, as they were concentrating on the game. The solely use of the implicit
feedback would constitute a difference to other neurofeedback studies in which the feedback was given as a discrete signal (for example [Nowlis and Kamiya, 1970; Mulholland
et al., 1983; Cho et al., 2008]). This might attenuate the saliency of the feedback and
consequently of the reward. By increasing the game difficulty this relationship was made
Section 2.5 – Conclusion |
more salient, however, without success.
Another technical aspect determining the feedback saliency, is related to the temporal fidelity of feedback – the length of time over which the neurophysiological measure is
integrated. The three-second window used for the analysis of alpha power is susceptible
to fast changes in alpha power that are, for example, related to the closing of the eye-lid
[Pfurtscheller and Lopes da Silva, 1999]. Furthermore, the short feedback also reflects
the constant waxing and waning that is characteristic for the alpha rhythm [Niedermeyer,
2005]. A longer EEG window would have attenuated these relaxation-unrelated fluctuations in the feedback and could thereby have strengthened its relation to relaxation. Such
strengthening of the relationship of the feedback with the actual affective state, rather than
non-related physiological changes, might outweigh the advantage of the chosen short-term
alpha power integration, a more instantaneous feeling of control.
Despite the fact that our choice of measurement location, electrode Pz, is not notorious
for eye movement artifacts, mostly observed at frontal electrodes, those can in principle
cause additional variance in the alpha frequency band. To attenuate their influence an option would be to detect and remove eye movements from the data automatically [Schlögl
et al., 2007], or block the α-feedback change during those episodes of eye movements.
Similarly, muscle artifacts might have some influence on alpha band power, although they
are more frequently observed at temporal and frontal electrodes [Goncharova et al., 2003],
and might be filtered out by suitable approaches [Onton and Makeig, 2009].
Summarizing, the feedback saliency is subject to a number of implementation choices,
such as explicit/implicit feedback, length of integration period, and removal of non-neural
influences (e.g., muscle or eye-movement artifacts). To increase the saliency of the feedback, such factors should be critically taken into account in the process of designing a
game or application using neurophysiological feedback for game control.
2.5
Conclusion
In this study a game was used to investigate the interaction with a hybrid affective BCI.
Our aim was to study the efficacy of self-induced relaxation, sensed from its neurophysiological correlate, for the control of a part of the game dynamic. This approach is similar to
alpha-based neurofeedback, though we explicitly asked our participants to relax to control
the speed of the opponents and hence gain an advantage in the game. A sham-feedback
condition was used to examine the effect that the perceived control over the BCI had on
the player’s game experience. It was expected that real feedback, giving the user greater
control over the relaxation-controlled game feature, would subjectively lead to a more
relaxed state and greater feeling of competence in the game. Furthermore, differences in
objective indicators of arousal, heart rate and alpha power, were expected. The analysis
showed neither differences in subjective game experience indicators, nor in objective indicators of relaxation. Several possible factors for the inefficacy of the neurophysiological
control were identified: the reliability of the indicator in a complex gaming environment,
the capability of the participants to enter a state of relaxation during challenging multimodal interaction, and the saliency of the feedback method. Future work should try to
53
54 | Chapter 2 – Evaluating Affective Interaction
evaluate their role to enable a successful neurophysiology-based interaction via affective
states.
In the following chapters, we will further explore the relationship of the alpha rhythm
and other frequency bands with emotional arousal. Specifically, in the next chapter, we
will induce arousal with complex, multimodal stimuli, namely music videos. In chapter
4 we will focus on the role of alpha as a modality-specific correlate of emotional arousal,
rather indicating the activation, or inhibition, of sensory cortical regions that are relevant,
or irrelevant, for the processing of the respective stimulus event.
Chapter 3
Inducing Affect by Music Videos
3.1
Introduction1
A fundamental challenge in the study of emotions and their behavioral, physiological, and
neurophysiological correlates is the induction of strong and reliable affective states. Especially for the development of affect classification methods, the robust induction of the
relevant affective states is an important prerequisite. The training of affect classifiers requires a high quality of the training samples. The affective state should be induced reliably
to increase the probability of marked neurophysiological responses in every trial. This is
especially important, as the number of trials is limited, as responsiveness to affective stimulation might decrease as the participant habituates. Another desirable characteristic of
an affect induction procedure might be its ecological validity. Picard et al. [2001] stresses
the importance of a real world setting as one of five factors to ensure high quality, ecologically valid affective signals. Especially with the measurement of physiological signals,
which still necessitates bulky and obtrusive equipment with direct contact to the user (i.e.
electrode caps and the different physiological sensors), this ecological validity and the naturalness of the recording are limited. Therefore, it is the more important to find ways of
affective stimulation that are natural to the participants.
To explore novel ways of strong, reliable, and ecologically valid affective stimulation
and their effects on neurophysiological measurements, we implemented an affect induction protocol using music clips. We conducted an experiment to evaluate the affective
responses during the presentation of music clips. The clips were partially selected according to their affect-related tags in a social media website, which proved to be a convenient
way to gather stimulus material with reasonable expenditure. We refined the selection
further according to the affective impact of the clips in an online study. We present subjective ratings and physiological responses supporting our claim that the administration
1 The work presented here is based on a small-scale pilot study [Koelstra et al., 2010] and significant parts
of the neurophysiological data have been published in [Koelstra et al., 2012]. The data, including ratings,
physiological and neurophysiological measurements of 32 participants and face video for 22 participants, is
publically available at http://www.eecs.qmul.ac.uk/mmv/datasets/deap/ to foster research on affective BCI.
56 | Chapter 3 – Inducing Affect by Music Videos
of music clips is an efficient means to induce certain target affective states. Finally, we
discuss the neural correlates associated with the induced valence and arousal responses,
their classifiability, and potential sources of confounds related to musical affect induction.
Below, we will motivate the use of musical stimuli for the elicitation of affective experiences and the induction and study of neurophysiological affective responses. Furthermore,
we will argue for a stronger affect induction possible with multimodal musical stimuli, music videos, compared to purely musical stimuli. Finally, we will outline our expectations.
3.1.1
Eliciting Emotions by Musical Stimulation
In the past, emotion research in psychology, psychophysiology, and affective neuroscience
has used a variety of affect induction procedures2 . Gerrards-Hesse and Spies [1994] classified these in 5 categories: (1) free mental generation of emotional states (e.g. by hypnosis
or imagination), (2) guided mental generation of emotional states (e.g. by film, stories,
or music and additional instructions to enter the target state), (3) presentation of emotion
inducing material (e.g. pictures, film, music, or gifts), (4) presentation of need-related
emotional situations (e.g. manipulating the feeling of success/failure in certain situations), and (5) the generation of emotionally relevant physiological states (e.g. by drugs
or the flexing of facial muscles associated with the expression of certain affective states).
Music plays a prominent role among these affect induction procedures. Emotional
experiences are central to music production and consumption. The regulation of the listener’s emotional state has been identified as a major reason for listening to music [Juslin
and Västfjäll, 2008]. Musical pieces are known to lead to strong affective responses, and
hence many studies have made use of music pieces to induce emotions [Gerrards-Hesse
and Spies, 1994; Westermann et al., 1996].
An important question in the context of the development of affect induction procedures for affective brain-computer interfaces is, whether music is able to evoke genuine
emotional responses (emotivist position), or expresses emotions that are merely recognized by the listener (cognitivist position). Cognitivists (e.g., [Konecni, 2008]) argue that,
for example, sad music triggers the recognition of sadness rather than the processes associated with really feeling it. According to the cognitivists view, musical emotion induction
would be impossible or merely enabling the supplementation of other (genuine) emotion
induction procedures. On the other hand, emotivists (e.g., Juslin and Västfjäll [2008]) argue that, for example, sad music has indeed the potential to induce the genuine emotion of
sadness, accompanied by feeling sad. Only if music is capable to induce genuine emotions,
musical emotion induction protocols are suited for the exploration of neurophysiological
emotional responses, assuming at least a generalization of the correlates of feelings.
2 Alternatives to the induction of affective states are quasi-experimental approaches that divide participants
into groups according to (1) their previously evaluated affective state, (2) the occurrence of affect-influencing
natural events (e.g. amount of sunny or rainy days), or (3) the prevalent affective state associated with a
specific patient population [Gerrards-Hesse and Spies, 1994]. These approaches, however, are not experimental
manipulations and might suffer from confounds associated with the cause for the affective state, as for example
other affect-unrelated effects of the illness in patient populations.
Section 3.1 – Introduction |
Support for the genuine nature of emotional responses comes from studies that observed physiological responses that have also been observed with emotional experiences
in response to non-musical affective stimuli [Zimny and Weidenfeller, 1963; Krumhansl,
1997; Khalfa et al., 2002; Sammler et al., 2007; Lundqvist et al., 2008].
It was found that music inducing sadness and peacefulness leads to a decrease of galvanic skin responses (GSR) compared to musically induced fear or happiness [Zimny and
Weidenfeller, 1963; Khalfa et al., 2002; Gomez and Danuser, 2004; Lundqvist et al., 2008].
Krumhansl [1997] found also higher GSR for happy compared to fearful music. Also for
heart rate, several studies observed typical emotional responses for musical emotion induction (but see [Zimny and Weidenfeller, 1963; Gomez and Danuser, 2004; Etzel et al.,
2006; Lundqvist et al., 2008]). Heart rate increased for arousing fearful and happy music
compared to less arousing sad music [Krumhansl, 1997]. Sammler et al. [2007] found
heart rate increases for pleasant (not contorted) versus unpleasant (contorted) musical
pieces. Similarly, skin temperature was found to differentiate between happy and sad music. However, while Krumhansl [1997] found a temperature increase for happy compared
to fearful and sad music, Lundqvist et al. [2008] observed a temperature decrease for
happy compared to sad music. The facial electromyographical responses associated with
smiles, an increase of the zygomaticus major activity, was found to be stronger for happy
compared to sad music [Lundqvist et al., 2008]. Finally, also the respiratory rhythm was
observed to vary with the emotional content of music. Gomez and Danuser [2004] found
a positive correlation between respiration rate and depth with valence and arousal. Etzel
et al. [2006] showed lower respiratory frequency for sadness compared to fear compared
to happiness.
Neuroimaging studies have likewise shown the involvement of affect-related limbic
and para-limbic brain regions in response to musical emotion induction (Koelsch2010).
Furthermore, several EEG studies observed neurophysiological responses to affective manipulations with music [Schmidt and Trainor, 2001; Altenmüller et al., 2002; Baumgartner
et al., 2006a,b; Tsang et al., 2006; Sammler et al., 2007; Lin et al., 2010], and were able
to interpret them in the context of conventional affective responses.
In general, the physiological and neurophysiological responses to musical emotion
induction partially parallel those observed during non-musical emotion induction. This
equivalence of responses suggests the activation of similar underlying mechanisms as observed during genuine emotions and, hence, the suitability of musical stimulation for the
study of the neurophysiology of affect.
3.1.2
Enhancing Musical Affect Induction
Despite its frequent use for affect induction, meta-analyses of the efficacy of the most
prominent affect induction approaches have shown that pure musical emotion induction
gave only a medium reliability [Gerrards-Hesse and Spies, 1994; Westermann et al., 1996].
Gerrards-Hesse and Spies [1994] only found a reliable musical induction of the targeted
affective states of depression and elation in 75% of the reviewed studies, whereas the
presentation of movies led to success in 95% of the studies. To increase the reliability of
the affect induction, we chose to present music clips, which might be more comparable to
57
58 | Chapter 3 – Inducing Affect by Music Videos
films, as they carry auditory and visual affective information.
The motion picture industry uses music to guide and increase the emotional impact
of movies by pairing emotionally intense scenes with the adequate music [Cohen, 2001].
Similarly, it might be argued that in music clips film sequences are added to music, conveying the same affective message, to increase the impact of the affective message of the
music. This would make music videos an interesting means for affective stimulation, as
the combination of congruent affective messages is supposed to deliver a clearer emotional
response by removing affective ambiguity. Below, we present evidence for (1) the disambiguation of affective stimulation, and (2) the enhancement of the affect induction that
can be achieved by affectively congruent multimodal compared to unimodal stimulation.
A number of studies investigated the effect of multimodal affective stimulation on the
perception of affect. They showed strong interactions between the affective content of
different stimulus modalities. Pairing emotional facial expressions either with emotionally pronounced words [Massaro and Egan, 1996; De Gelder and Vroomen, 2000; Ethofer
et al., 2006] or emotional music [Logeswaran and Bhattacharya, 2009] leads to a bias
of the judgement of the emotion expressed by the face in the direction of the emotion
expressed by the auditory stimulus. Similarly, the pairing of neutral films, portraying
every-day actions, with emotional music biased the emotional perception of the films [Van
den Stock et al., 2009] according to the auditory counterparts. The same crossmodal
transition also worked in the opposite direction, when for example emotionally spoken
sentences had to be evaluated while non-relevant emotional expressions were shown [De
Gelder and Vroomen, 2000]. Consequently, congruently paired affective visual (pictures)
and auditory (music) stimuli led to more consistent judgements of the emotion expressed
by music compared to incongruent pairings [Esposito et al., 2009]. Furthermore, the perceptual accuracy increased for emotions expressed with multimodal stimuli, compared to
visual (facial expression) and auditory stimuli (emotionally spoken words) alone [Kreifelts
et al., 2007]. These studies suggest that the multimodal stimulation of affect is able to
bias, and more importantly, to disambiguate the affective message conveyed by one of the
stimulus modalities alone.
Further studies suggest that besides or through this disambiguation, multimodal stimulation also leads to a clearer and stronger affective experience toward congruently paired
audiovisual stimuli, compared to auditory or visual stimuli alone. Baumgartner et al.
[2006a] found an enhanced clarity of the subjective experience, when pictures inducing
sadness, happiness and fear were combined with sounds inducing the same emotions.
This enhanced clarity was also indicated by increased skin conductance responses to audiovisual stimuli compared to unimodal stimuli. For clarinet performances, Vines et al.
[2006] found a complex relationship between auditory (sound) and visual (video) modalities, where the combined audiovisual stimulation led partially to enhancements but also
to a dampening of the experience of (emotional) tension. For the same performances,
skin conductance responses were similarly complex [Chapados and Levitin, 2008], but
showed a general increase in the electrodermal responsiveness for the audiovisual performance compared to the separate visual and auditory stimulation. Corroborating evidence
for the increased efficacy of affective stimulation by multimodal stimuli comes from neuroimaging studies that found a greater activation of affect-related subcortical regions for
Section 3.1 – Introduction |
congruently combined multimodal affective stimuli [Dolan et al., 2001; Pourtois et al.,
2005; Baumgartner et al., 2006b; Eldar et al., 2007].
Summarizing, the evidence for a crossmodal transfer of affective information, the increased effectiveness of audiovisual congruent affective information in terms of the clarity
and intensity of the affective experience, and the increased (neuro-)physiological responsiveness indicates an increased reliability of multimodal affect induction. Hence, we suggest the use of music videos instead of pure music for reliable emotion induction.
3.1.3
Hypotheses
To validate the affect induction protocol, we collect ratings of the subjective experience
of valence and arousal. As we manipulate valence and arousal, we expect a reflection in
differences of valence ratings between negative versus positive valence, and of the arousal
ratings between low versus high arousal. Furthermore, we collect subjective ratings of
preference, dominance, and familiarity to explore the relationship between these and the
valence/arousal manipulations3 .
H1a : Valence and arousal manipulation affect the subjective ratings of valence and arousal
accordingly.
Additionally, we record physiological sensors for an objective validation of the affective
manipulations. For the valence manipulation we expect higher activity of the zygomaticus
major muscle, involved when smiling, for high versus low valenced stimuli. For the arousal
manipulation, we expect higher activity of the trapezius muscle for more compared to less
arousing stimuli, indicating higher tension of the neck musculature during arousing stimuli. Furthermore, we expect higher electrodermal activity during high arousing, compared
to low arousing stimuli.
H2a : The zygomaticus (smile) muscle activity increases for positive compared to negative
stimulation.
H2b : The trapezius (neck) muscle activity increases for high relative to low arousing stimulation.
H2c : The skin conductance level increases for high relative to low arousing stimulation.
Concerning the neurophysiological measurements, we explore the correlates of subjective ratings (valence, arousal, and liking) and the power in the standard frequency bands
of theta, alpha, beta, gamma, high gamma. Specifically, we expect changes of frontal alpha asymmetry [Allen et al., 2004] with valence, as has been shown for musical emotion
induction before [Schmidt and Trainor, 2001; Tsang et al., 2006].
H3a : Valence is positively correlated with frontal alpha band power asymmetry (rightward
lateralization of alpha band power for positive versus negative affect).
H3b : Valence has effects on the broad frequency bands.
3 Preference, the general liking a user exhibits for a music video or the song, refers to the intrinsic pleasantness
that it carries. It is a measure of the aesthetic value that the stimulus has for the user, a basic object variable in
appraisal models [Ortony et al., 1988; Scherer, 2005], possibly determining the effect of the stimulus on valence
and arousal experience.
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H3c : Arousal has effects on the broad frequency bands.
H3d : Subjective preference has effects on the broad frequency bands.
3.2
3.2.1
Methods: Stimuli, Study design, and Analysis
Participants
Thirty-two (sixteen male and sixteen female) participants, aged between 19 and 37 (mean
age 26.9), participated in the experiment. All participants, but one, were right-handed.
Twenty participants were recruited from a subject pool of the Human Media Interaction group at the University of Twente and via advertisement at the university campus
Twente. These participants received a reimbursement of 6 Euro per hour or the alternative
in course credits. The remainder of the participants was recruited at the university campus
in Geneva by the Computer Vision and Multimedia Laboratory. These participants were
reimbursed with 30 CHF per hour. All participants gave their written informed consent
and received the same treatment and information prior to the experiments.
3.2.2
Stimuli Selection and Preparation
To elicit strong emotional responses with a high probability in a given participant, the process of stimulus selection or construction is of prime importance. We used a social-web
and crowd-sourcing supported semi-automatic stimulus selection approach, that would
also limit collection time and experimenter bias during stimulus selection. The stimuli
used in the experiment were selected in a three-step procedure. Firstly, we selected 120
initial stimuli, half of which were chosen semi-automatically by their tags in an online
music streaming service, and the rest manually. Secondly, a part of one-minute was determined for each stimulus according to a highlight detection algorithm. Finally, we selected
40 stimuli for use in the main experiment according to the subjective assessment in a
web-based experiment. Each of these steps is explained below.
Initial Stimuli Selection
We selected 60 of the 120 initially selected stimuli using the Last.fm4 music streaming
service. Last.fm allows users to track their music listening habits and receive recommendations for new music and events. Additionally, it allows the users to assign tags to individual songs, thus creating a folksonomy of tags. Many of the tags carry emotional meanings,
such as “depressing” or “aggressive”. Last.fm offers an API, allowing one to retrieve tags
and tagged songs.
A list of emotional keywords was taken from Parrott [2001], a rather exhaustive collection of nouns naming emotions (see Table 3.1), and expanded to include inflections and
synonyms, yielding 304 keywords. Next, for each keyword, the correspondingly tagged
4 http://www.last.fm/
Section 3.2 – Methods: Stimuli, Study design, and Analysis
Table 3.1: The list of emotion concepts and words, taken from Parrott [2001], used as keywords to search for
adequately tagged songs that induce the respective emotion.
Primary emotion
Love
Joy
Surprise
Secondary emotion/feelings
Affection
Lust/Sexual desire
Longing
Cheerfulness
Zest
Contentment
Pride
Optimism
Enthrallment
Relief
Surprise
Irritability
Exasperation
Rage
Anger
Disgust
Envy
Torment
Suffering
Sadness
Sadness
Disappointment
Shame
Neglect
Sympathy
Horror
Fear
Nervousness
Tertiary feelings/emotions
Adoration Fondness Liking Attractiveness
Caring Tenderness Compassion Sentimentality
Arousal Desire Passion Infatuation
Longing
Amusement Bliss Gaiety Glee
Jolliness Joviality Joy Delight
Enjoyment Gladness Happiness Jubilation
Elation Satisfaction Ecstasy Euphoria
Enthusiasm Zeal Excitement Thrill Exhilaration
Pleasure
Triumph
Eagerness Hope
Enthrallment Rapture
Relief
Amazement Astonishment
Aggravation Agitation Annoyance Grouchy
Grumpy Crosspatch
Frustration
Anger Outrage Fury Wrath
Hostility Ferocity Bitter Hatred
Scorn Spite Vengefulness Dislike
Resentment
Revulsion Contempt Loathing
Jealousy
Torment
Agony Anguish Hurt
Depression Despair Gloom Glumness
Unhappy Grief Sorrow Woe Misery
Melancholy
Dismay Displeasure
Guilt Regret Remorse
Alienation Defeatism Dejection Embarrassment
Homesickness Humiliation Insecurity Insult
Isolation Loneliness Rejection
Pity
Alarm Shock Fear Fright
Horror Terror Panic Hysteria Mortification
Anxiety Suspense Uneasiness Apprehension (fear)
Worry Distress Dread
songs were found in the Last.fm database. For each affective tag, the ten songs most often
labeled with this tag were selected. This resulted in a total of 1084 songs.
The valence-arousal space can be subdivided into 4 quadrants, namely low arousal/low
valence (LALV), low arousal/high valence (LAHV), high arousal/low valence (HALV) and
high arousal/high valence (HAHV). In order to ensure diversity of induced emotions, from
the 1084 songs, 15 were selected manually for each quadrant according to the following
criteria.
Does the tag accurately reflect the emotional content?
Examples of songs subjectively rejected according to this criterium included songs that
were tagged merely because the song title or artist name corresponded to the tag. Also, in
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some cases the lyrics may have corresponded to the tag, but the actual emotional content
of the song was entirely different (e.g. happy songs about sad topics).
Is a music video available for the song?
Music videos for the songs were automatically retrieved from YouTube, corrected manually
where necessary. However, many songs did not have a music video.
Is the song appropriate for use in the experiment?
Since our test participants were mostly European students, we selected those songs most
likely to elicit emotions for this target demographic. Therefore, mainly European or North
American artists were selected.
In addition to the songs selected using the method described above, 60 stimulus videos
were selected manually, with 15 videos selected for each of the quadrants in the arousal /
valence space. The goal here was to select those videos expected to induce the most clear
emotional reactions for each of the quadrants. The combination of manual selection and
selection using affective tags produced a list of 120 candidate stimulus videos. Next, for
each video an affective highlight segment of one-minute length was estimated.
Detection of One-minute Highlights
To limit experiment duration and to increase the number of trials, that is data points, we
extracted only an excerpt of one minute for each clip for further use in the experiment.
In order to extract a segment with maximum emotional content, an affective highlighting
algorithm was used. The detailed procedure and used features are described in Koelstra
et al. [2012]. For training, 21 movie fragments were used for which the features and
affective ratings (valence, arousal) were available [Soleymani et al., 2009]. The music
clips were cut into 1-minute fragments, each with an overlap of 55 seconds with the next
fragment. The trained regressor weights were then used on the content features of each
fragment i to compute its emotional energy ei from the segments valence, vi , and arousal,
ai :
q
ei = a2i + vi2
(3.1)
Finally, the segment with the highest emotional energy was chosen for each clip. For
a few clips the automatic selection of the one-minute highlight was manually overridden
to choose a particularly characteristic segment for this specific music clip, instead. In such
cases the one-minute interval would be shifted to include the characteristic segment. Such
distinctive segments were supposed to be of stronger emotion-evoking power. To refine
the collection of music clips further, an online study was conducted.
Online Subjective Annotation
From the initial collection of 120 stimulus videos, the final 40 test video clips were chosen
by using a web-based subjective emotion assessment interface. Participants watched music
Section 3.2 – Methods: Stimuli, Study design, and Analysis
videos and rated them on the SAM scales [Bradley and Lang, 1994]. The SAM scales are
discrete 9-point scales for valence, arousal and dominance with pictograms to symbolize
each scale’s meaning and range. A screenshot of the interface is shown in Figure 3.1.
Figure 3.1: A Screenshot of the web interface for subjective emotion assessment, showing the video and,
below, the valence and arousal scale for the rating of the experience during viewing.
Each participant watched as many videos as he/she wanted and was able to end the
rating at any time. The order of the clips was randomized, but preference was given to the
clips rated by the least number of participants. This ensured a similar number of ratings for
each video (14-16 assessments per video were collected). It was ensured that participants
never saw the same video twice.
After all of the 120 videos were rated by at least 14 volunteers each, the final 40 videos
for use in the experiment were selected. To maximize the strength of elicited emotions, we
selected those videos that had the strongest volunteer ratings and at the same time a small
variation. To this end, for each video x we calculated a normalized arousal and valence
score by taking the mean rating divided by the standard deviation (µx /σx ).
Then, for each quadrant in the normalized valence-arousal space, we selected the 10
videos that lay closest to the extreme corner of the quadrant (see Table 3.2 for the list of
all 40 selected videos). Figure 3.2 shows the score for the ratings of each video and the
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selected videos highlighted in green. The video whose rating was closest to the extreme
corner of each quadrant is mentioned explicitly. Of the 40 videos, 17 were selected via
Last.fm affective tags, indicating that useful stimuli can be selected via this method.
Table 3.2: The list of songs that were extracted as most appropriate stimuli according to their effects on
subjective experience of valence and arousal in the online study. The conditions to that the stimuli
were associoated (from the top ten to the bottom ten stimuli) were high arousal - high valence
(HAHV), low arousal - high valence (LAHV), low arousal - low valence (LALV), high arousal - low
valence (HALV). Next to each stimulus the mean and standard deviation for the ratings obtained in
the online study are given.
Music Video
Artist
Titel
Emilana Torrini
Lustra
Jackson 5
The B52’S
Blur
Blink 182
Benny Benassi
Lily Allen
Queen
Rage Against The Machine
Valence
Arousal
Dominance
µ
s
µ
s
µ
s
Jungle Drum
Scotty Doesn’t Know
Blame It On The Boogie
Love Shack
Song 2
First Date
Satisfaction
Fuck You
I Want To Break Free
Bombtrack
6,9
5,9
6,9
7,0
7,2
6,1
6,7
7,3
7,1
5,9
1,3
2,1
2,3
1,7
1,8
1,5
1,9
1,3
1,8
2,2
5,9
6,9
6,5
5,9
7,3
6,2
6,5
6,1
6,4
7,1
2,2
2,0
1,9
2,0
1,6
1,6
2,1
1,8
2,0
1,4
6,0
5,5
5,8
6,1
6,5
5,6
5,9
6,6
6,8
7,1
1,6
2,4
2,0
2,0
2,1
2,0
2,3
1,6
2,2
1,6
Michael Franti & Spearhead
Grand Archives
Bright Eyes
Jason Mraz
Bishop Allen
The Submarines
Air
Louis Armstrong
Manu Chao
Taylor Swift
Say Hey (I Love You)
Miniature Birds
First Day Of My Life
I’m Yours
Butterfly Nets
Darkest Things
Moon Safari
What A Wonderful World
Me Gustas Tu
Love Story
7,1
5,9
6,6
7,1
6,5
5,1
6,1
7,1
7,5
6,3
1,2
1,8
1,4
1,4
1,4
1,1
1,6
1,4
1,3
1,2
4,9
3,4
4,2
4,7
4,0
2,4
3,0
3,9
4,5
4,1
1,5
1,3
2,5
2,1
1,8
1,6
1,5
1,9
1,6
1,7
5,2
4,9
5,4
5,3
4,9
4,5
4,8
5,0
5,7
4,7
1,3
1,8
2,1
2,1
1,9
2,1
2,1
2,2
1,5
1,8
Porcupine Tree
Wilco
James Blunt
A Fine Frenzy
Kings Of Convenience
Madonna
Sia
Christina Aguilera
Enya
Diamanda Galas
Normal
How To Fight Loneliness
Goodbye My Lover
Goodbye My Almost Lover
The Weight Of My Words
Rain
Breathe Me
Hurt
May It Be (Saving Private Ryan)
Gloomy Sunday
4,2
3,3
3,3
4,2
4,2
4,3
3,3
3,4
3,2
4,1
1,4
1,2
1,4
1,6
1,8
2,0
1,3
1,3
1,8
1,8
3,7
4,5
2,9
3,6
3,0
3,1
2,8
3,6
3,7
4,2
1,8
2,0
1,7
1,2
1,5
1,8
1,4
1,8
1,9
1,5
3,9
3,2
4,7
4,6
3,3
4,8
2,9
3,9
3,3
4,0
1,9
1,4
2,2
1,8
1,8
2,0
1,4
2,3
1,9
1,8
Mortemia
Marilyn Manson
Dead To Fall
Dj Paul Elstak
Napalm Death
Sepultura
Cradle Of Filth
Gorgoroth
Dark Funeral
Arch Enemy
The One I Once Was
The Beautiful People
Bastard Set Of Dreams
A Hardcore State Of Mind
Procrastination On The Empty Vessel
Refuse Resist
Scorched Earth Erotica
Carving A Giant
My Funeral
My Apocalypse
3,7
4,7
3,9
4,8
3,5
4,9
3,3
3,3
3,5
3,7
1,5
1,5
2,1
1,9
1,9
2,3
1,6
2,1
2,3
2,6
5,5
6,4
6,1
6,4
6,3
7,3
5,9
5,3
5,3
5,7
2,1
1,9
2,1
2,0
2,1
1,3
2,2
2,2
2,4
2,2
4,6
4,9
5,5
4,9
4,9
7,1
5,5
5,7
5,7
5,5
1,7
1,6
1,9
2,2
2,4
2,1
2,3
2,4
2,9
2,4
Section 3.2 – Methods: Stimuli, Study design, and Analysis
Figure 3.2: µx /σx value for the ratings of each video in the online assessment. Videos selected for use in the
experiment are highlighted in green. For each quadrant, the most extreme video is detailed with
the song title and a screenshot from the video. The graphic was taken from Koelstra et al. [2012]
by courtesy of Sander Koelstra.
3.2.3
Apparatus
The experiments were performed in two laboratory environments with controlled illumination. EEG and peripheral physiological signals were recorded using a Biosemi ActiveTwo
system5 on a dedicated recording PC. Stimuli were presented using a dedicated stimulation
PC that sent synchronization markers directly to the recording PC. For presentation of the
stimuli and recording the users’ ratings, the “Presentation” software by Neurobehavioral
systems6 was used. The music videos were presented on a 17-inch screen (1280 × 1024, 60
Hz) and in order to minimize eye movements, all video stimuli were displayed at 800×600
resolution, filling approximately 2/3 of the screen. Subjects were seated approximately 1
meter from the screen. Philips stereo speakers were used and the music volume was set at
a relatively loud level, however each participant was asked before the experiment whether
the volume was comfortable and it was adjusted if necessary.
Physiological and neurophysiological signals were recorded at a sampling rate of 512
Hz. The EEG was recorded using 32 active AgCl electrodes, which were placed according
to the international 10-20 system [Jasper, 1958]. Additionally, 4 electrodes were applied
to the outer canthi of the eyes and above and below the left eye to derive horizontal
electrooculogram and vertical electrooculogram, respectively. For the electrodermal measurements, two metal plates were applied to the distal phalanges of the middle and ring
5 http://www.biosemi.com
6 http://www.neurobs.com
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finger of the left hand. For the facial electromyogram recording, two electrodes were
placed on the zygomaticus major muscle according to the guidelines of Fridlund and Cacioppo [1986]. For the neck electromyogram recording, two electrodes were placed on
the upper trapezius muscle, on the middle of the line from the acromion to the spine on
vertebra C7, according to the SENIAM guidelines7 .
Furthermore, we applied a temperature sensor to the distal phalange of the left little
finger, a plethysmograph to the index finger, and a respiration belt. Figure 3.3 illustrates
the electrode placement for acquisition of peripheral physiological signals.
Additionally, for the first 22 of the 32 participants, frontal face video was recorded in
DV quality using a Sony DCR-HC27E consumer-grade camcorder. The temperature, blood
pulse, and respiration measurements and the face video were not used in the current study,
but were made publicly available along with the rest of the data.
3.2.4
Design and Procedure
Figure 3.3: Placement of peripheral physiological sensors on the participants. Four Electrodes were used to
record EOG and 4 for EMG (zygomaticus major and trapezius muscles). In addition, GSR, blood
volume pressure (BVP), temperature and respiration were measured.The graphic was taken from
Koelstra et al. [2012] thanks to the curtesy of Sander Koelstra.
Before the experiment, each participant signed a consent form and filled out a questionnaire. Next, they were given a set of instructions, informing them of the experiment
procedure and the meaning of the different scales used for self-assessment. An experimenter was present to answer any questions. After that, participants were led into the
experiment room and the experimenter started to attach the sensors. After the sensors
were placed and their signals checked, the participants performed a practice trial to familiarize themselves with the system. In this unrecorded trial, a short video was shown,
followed by a self-assessment by the participant. Finally, the experimenter started the
recording, left the room, so that the participant could start the experiment by pressing a
key on the keyboard.
The experiment started with a 2 minute baseline recording, during which a fixation
cross was displayed to the participant (who was asked to relax during this period). Then
7 ttp://www.seniam.org/
Section 3.2 – Methods: Stimuli, Study design, and Analysis
the 40 videos were presented in 40 trials, each consisting of the following steps:
1. A 2 second screen displaying the current trial number to inform the participants of
their progress.
2. A 5 second baseline recording (fixation cross).
3. The 1 minute display of the music video.
4. Self-assessment for arousal, valence, preference and dominance.
Figure 3.4: The scales used for self-assessment (from top: valence (SAM), arousal (SAM), dominance (SAM),
preference.
For the assessment of participants’ levels of arousal, valence, and dominance, selfassessment manikins (SAM) on 9-point Likert scales [Bradley and Lang, 1994] were used
(see Figure 3.4). For the preference scale, thumbs down/thumbs up symbols were used.
The manikins were displayed in the middle of the screen with the numbers 1-9 printed
below. Participants moved the mouse strictly horizontally just below the numbers and
clicked to indicate their self-assessment level. Participants were informed they could click
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anywhere directly below or in-between the numbers, making the self-assessment a continuous scale.
The valence scale ranged from unhappy or sad to happy or joyful. The arousal scale
ranges from calm or bored to stimulated or excited. The dominance scale ranged from
submissive (or “without control”) to dominant (or “in control, empowered”). A fourth
scale asked for participants’ personal preference of the video. This last scale should not be
confused with the valence scale. This measure inquires about the participants’ tastes, their
subjective aesthetically preference, not their current feelings. For example, it is possible to
prefer videos that make one feel sad or angry.
After 20 trials, the participants took a short break. During the break, they were offered some cookies and non-caffeinated, non-alcoholic beverages. The experimenter then
checked the quality of the signals and the electrodes placement and the participants were
asked to continue the second half of the test.
Finally, after the experiment, participants were asked to rate their familiarity with each
of the songs on a scale of 1 (“Never heard it before the experiment”) to 5 (“Knew the song
very well”).
3.2.5
Data Processing
For the investigation of the correlates of the subjective ratings with the EEG signals, the
EEG data was common average referenced, down-sampled to 256 Hz, and high-pass filtered with a 2 Hz cutoff-frequency using the EEGlab8 toolbox. Then, we removed eyeartefacts with a blind source separation technique9 The signals from the last 30 seconds
of each trial (video) were extracted for further analysis. To correct for stimulus-unrelated
variations in power over time, the EEG signal from the five seconds before each video was
extracted as baseline for the later “order-corrected” analysis.
The frequency power of trials and baselines between 3 and 90 Hz was extracted with
Welch’s method Welch [1967] with a sliding window of 256 samples length and 128 samples overlap, leading to power values for 1 Hz-sized bins. The power was averaged over
the frequency bands of theta (3 - 7 Hz), alpha (8 - 13 Hz), beta (14 - 29 Hz), gamma
(30 - 48 Hz), and high gamma (52 - 90 Hz). For the baseline approach, the power in
the pre-stimulus period was subtracted from the trial power, yielding the change of power
relative to the pre-stimulus period.
The facial and neck EMG responses were extracted according to Fridlund and Cacioppo
[1986]: after computing the EMG signals by computing the difference between the two
electrodes of each muscle, we band-passed the signals between 15 and 128 Hz, and extracted the root mean square of the signals.
The galvanic skin response was detrended and low-pass filtered with an upper cut-off at
30 Hz. The skin conductance levels, were computed by averaging the conductivity over the
whole of each trial. To attenuate the variance from stimulus-unrelated long-term changes
in conductivity, we subtracted the skin conductance level of the five seconds period before
each stimulus.
8 http://sccn.ucsd.edu/eeglab/
9 http://www.cs.tut.fi/g̃omezher/projects/eeg/aar.htm
Section 3.3 – Methods: Stimuli, Study design, and Analysis
All physiological signals were visually checked for each trial and pre-trial period to
identify corrupted recordings. For skin conductance several trials were excluded from the
analysis. Subjects that, after trial removal, lacked more than half of the 40 trials for a
specific sensor, were excluded from the analysis for this sensor.
3.2.6
Statistical Analysis
The effects of affect induction on the subjective ratings were analyzed with non-parametric
Wilcoxon-signed rank tests. Spearman correlations were used to explore the relationship
between the ratings, familiarity and preference.
For physiological sensors (GSR, EMG), repeated measures ANOVAs (rmANOVA) were
conducted. To ensure normality, cases (participants) that showed excessive outliers (values smaller or greater than 3 times inter-quartile range from upper and lower 25th quartile, respectively) were removed from the analysis. Equality of variances was tested
via Bartlett’s test of homogeneity of variance (homoscedasticity). Where appropriate,
Greenhouse-Geisser corrected results are reported. As effect size measure we report the
partial eta-squared ηp2 .
To explore the relationship between the broad frequency bands of the EEG (i.e., theta,
alpha, beta, gamma, and high gamma)10 and subjective ratings of valence, arousal and
preference, we calculated Spearman correlations for the frequency power of each electrode
with the respective rating. The analysis was performed over all participants, concatenating
their respective ratings on the one hand, and frequency measures on the other hand. To
attenuate the influence of different rating scale use, or different prevalences of power
in specific frequency bands, we normalized ratings and power measurements for each
participant before concatenation, computing the standard score (z-score).
To limit the number of tests and to restrict the probability of false rejections of the null
hypothesis of no correlation between a given electrode and a subjective rating, we applied
a two step testing procedure. Firstly, we calculated for each broad frequency band and
each trial a general power value according to the leave-one-out regression method suggested by Grosse-Wentrup et al. [2011]. We successively correlated this general frequency
band power with the ratings. A permutation test procedure was used to create a distribution of 10.000 correlation values on the basis of permuted subjective ratings. The original
correlation was then tested against the random correlations.
Secondly, the electrode-wise correlation analysis was performed for the frequency band
when the respective general correlation reached a significance level of p < .05. For this, we
computed the electrode-wise Spearman correlations and their significances according to a
permutation test with 10.000 permutations. We report and discuss only those correlations
that reached a significance level of p < .01.
10 As we had to high-pass filter the EEG signals with a cut-off frequency of 2 Hz to obtain a stable performance
of the eye-artifact removal algorithm used, we will not analyze the frequency responses in the Delta band.
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3.3
3.3.1
Results: Ratings, Physiology, and EEG
Analysis of subjective ratings
In this section we analyze the effect of the affective stimulation on the subjective ratings
obtained from the participants. Firstly, we contrast the ratings between conditions to
validate the induction protocol. Secondly, we analyze the covariation of the different
rating scales of affective experience with each other, with familiarity, and with time, to
uncover possible confounds.
Figure 3.5: The mean locations of the stimuli on the arousal-valence plane for the 4 conditions (LALV, HALV,
LAHV, HAHV). Preference is encoded by color: dark red is low preference and bright yellow is
high preference. Dominance is encoded by symbol size: small symbols stand for low dominance
and big for high dominance.
Stimuli were selected to induce emotions in the four quadrants of the valence-arousal
space (LALV, HALV, LAHV, HAHV). The statistical analysis of the ratings between the affect
conditions (see Table 3.4 for descriptive and test statistic) shows a marked difference of
arousal between the low and high arousal condition, but no difference of valence. Similarly, the analysis shows a difference of valence for the negative and positive valence condition, but not for arousal. Hence, the stimuli from these four affect elicitation conditions
generally resulted in the elicitation of the target emotion aimed for when the stimuli were
selected, ensuring that large parts of the arousal-valence plane (AV plane) are covered
(see Figure 3.5).
Figure 3.5 shows, that the valence manipulation worked specifically well for the high
Section 3.3 – Results: Ratings, Physiology, and EEG
arousing stimuli, yielding relatively extreme valence ratings for the respective stimuli.
The stimuli in the low arousing conditions were less successful in the elicitation of strong
valence responses. This lack of efficacy of low arousing stimuli to induce strong valence
responses results in a C-shape of the stimuli on the valence-arousal plane. This particular
shape is also observed for the well-validated ratings for the international affective picture
system (IAPS) [Lang et al., 1999] and the international affective digital sounds system
(IADS) [Bradley et al., 2007], and indicates the general difficulty to induce emotions with
strong valence but low arousal.
The distribution of the individual ratings per condition (see Figure 3.6) shows a large
variance within conditions, resulting from between-stimulus and between-participant variations, possibly associated with stimulus characteristics or inter-individual differences in
music taste, general mood, or scale interpretation.
However, the significant differences between the conditions in terms of the ratings of
valence and arousal reflect the successful elicitation of the targeted affective states (see
Table 3.3).
Table 3.3: The mean values (and standard deviations) of the different ratings of preference (1-9), valence
(1-9), arousal (1-9), dominance (1-9), familiarity (1-5) for each affect elicitation condition.
LALV
HALV
LAHV
HAHV
Valence
Arousal
Preference
Dominance
Familiarity
4.2 (0.9)
3.7 (1.0)
6.6 (0.8)
6.6 (0.6)
4.3 (1.1)
5.7 (1.5)
4.7 (1.0)
5.9 (0.9)
5.7 (1.0)
3.6 (1.3)
6.4 (0.9)
6.4 (0.9)
4.5 (1.4)
5.0 (1.6)
5.7 (1.3)
6.3 (1.0)
2.4 (0.4)
1.4 (0.6)
2.4 (0.4)
3.1 (0.4)
Table 3.4: The Wilcoxon Signed Rank analysis of the ratings between the valence and arousal conditions:
mean values (and standard deviations) of the conditions, the test statistic W+, and the p-value.
Valence
Valence
Arousal
Dominance
Preference
Familiarity
Arousal
Negative
Positive
W+
p
Low
High
W+
p
3.9 (1.0)
5.0 (1.5)
4.8 (1.5)
4.6 (1.6)
1.9 (0.8)
6.6 (0.7)
5.3 (1.1)
6.0 (1.2)
6.4 (0.9)
2.8 (0.8)
0
885
350
160
140
< .001
n.s
< .001
< .001
< .001
5.4 (1.5)
4.5 (1.0)
5.1 (1.5)
6.1 (1.0)
2.4 (0.6)
5.1 (1.7)
5.8 (1.2)
5.7 (1.5)
5.0 (1.8)
2.3 (1.1)
791
223
557
401
672.5
n.s
< .001
.001
< .001
n.s
The distribution of ratings for the different scales and conditions suggests a complex relationship between ratings. We explored the mean inter-correlation of the different scales
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Figure 3.6: The distribution of the participants’ subjective ratings per scale (L - preference, V - valence, A arousal, D - dominance, F - familiarity) for the 4 affect elicitation conditions (LALV, HALV, LAHV,
HAHV).
over participants (see Table 3.5), as they might be indicative of possible confounds or
unwanted effects of habituation or fatigue. We observed high positive correlations between preference and valence, and between dominance and valence. Seemingly, without
implying any causality, people liked music which gave them a positive feeling and/or a
feeling of empowerment. Medium positive correlations were observed between arousal
and dominance, and between arousal and preference. Familiarity correlated moderately
positively with preference and valence. As already observed above, the scales of valence
and arousal are not independent, but their positive correlation is rather low, suggesting
that participants were able to differentiate between these two important concepts. Stimulus order had only a small effect on preference and dominance ratings, and no significant
relationship with the other ratings, suggesting that effects of habituation and fatigue were
kept to an acceptable minimum.
Table 3.5: The means of the subject-wise inter-correlations between the scales of valence, arousal, preference,
dominance, familiarity and the order of the presentation (i.e. time) for all 40 stimuli. Significant
correlations (p < .05) according to Fisher’s method are indicated by asterisks.
Preference
Valence
Arousal
Dom.
Fam.
Order
Preference
Valence
Arousal
Dom.
Fam.
Order
1
0.62*
1
0.29*
0.18*
1
0.31*
0.51*
0.28*
1
0.30*
0.25*
0.06*
0.09*
1
0.03*
0.02
0.00
0.04*
1
In summary, the affect elicitation was in general successful, though the low valence
conditions were partially biased by moderate valence responses and higher arousal. High
Section 3.3 – Results: Ratings, Physiology, and EEG
scale inter-correlations observed are limited to the scale of valence with those of preference
and dominance, and might be expected in the context of musical emotions. The rest of the
scale inter-correlations are small or medium in strength, indicating that the scale concepts
were well distinguished by the participants.
3.3.2
Physiological measures
To validate the affect induction protocol via objective measures, we analyzed the physiological responses toward the affective stimulation. According to the psychophysiological
literature on emotion induction, and specifically on musical emotion induction, we tested
our hypotheses for electrodermal, and electromyographical measurements. An overview
over the rmANOVAs computed for each sensor is presented in Table 3.6.
Table 3.6: The effects of the repeated measures ANOVA for the physiological sensors for valence and arousal
manipulations: mean (standard deviation), F-value and p-value.
Valence
trapezius (µV)
zygomaticus (µV)
SCL (µS)
Negative
Positive
F
p
ηp2
5.63 (3.20)
3.19 (1.54)
-0.09 (0.15)
6.18 (5.79)
4.47 (3.42)
-46.626 (0.09)
0.111
17.917
0.195
n.s
< .001
n.s
0.004
0.408
0.008
Arousal
trapezius (µV)
zygomaticus (µV)
SCL (µS)
Low
High
F
p
ηp2
5.84 (3.83)
3.50 (2.19)
-0.09 (0.12)
5.97 (4.87)
4.17 (2.80)
-0.05 (0.10
4.059
11.457
3.686
.054
.002
.066
0.127
0.306
0.128
Zygomaticus major muscle
For the electromyographical activity recorded from the zygomaticus major (smile muscle) differentiated positive and negative valence. A main effect of valence indicated the
expected higher activity for positive stimulation (F = 17.917 , p < 0.001, ηp2 = 0.408).
Unexpectedly, we also found a main effect of arousal, indicating higher activity for arousing stimuli (F = 11.457, p = 0.002, ηp2 = 0.306). No interaction between valence and
arousal was found.
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Electrodermal activity
For the electrodermal activity, a trend for a main effect of arousal indicated the expected
increase of skin conductance level for higher arousing stimuli (F = 3.686, p = 0.066, ηp2
= 0.128). No main effect of valence and no interaction effect were found.
Trapezius muscle
The electromyographical activity recorded from the trapezius (neck muscle) revealed a
trend for a main effect of arousal, indicating the expected higher activity for high arousing
stimulation (F = 4.059, p = 0.054, ηp2 = 0.127). No main effect of valence or interaction
effect were found.
In general, the differences found for physiological measurements corroborate the subjective ratings, and hence support the efficacy of the affect induction protocol. For valence,
a higher activity of the zygomaticus major during positive stimuli suggests that positively
valenced stimuli lead to stronger and more smiling. For arousal, the higher activity of the
trapezius and higher skin conductance levels for more compared to less arousing stimuli
indicate stronger tension of the neck musculature and increased electrodermal activity
during musically induced arousal states.
However, we also observed higher zygomaticus major activity during high arousing
stimuli, compared to low arousing stimuli. This unexpected finding might be explained by
a generally stronger activity of facial musculature during arousing stimuli. Unfortunately,
we did not record the activity of the corrugator muscle, which should have behaved in
an opposite manner to the zygomaticus, being involved in frowning and therefore more
active during negative affect. In case of a generally higher activity of facial muscles during
arousing affect, this muscle would rather be increasing in parallel with the zygomaticus.
Alternatively, there might be a difference between less and more arousing positive stimuli
in terms of smiling behavior: more arousing positive stimuli would lead to strong smiles
or even laughter, whereas less arousing positive, relaxing stimuli might lead to smiles as
well, but less marked ones.
3.3.3
Correlates of EEG and Ratings
The correlations between general band power, computed according to Grosse-Wentrup
et al. [2011], and the subjective ratings, yielded highly significant correlations for valence, but only marginally significant correlations for arousal. Moreover, we observed correlations for preference and stimulus order, the latter indicating order effects and hence
possible confounds in the analysis. Table 3.7 summarizes the results of the correlations of
general frequency band power and subjective ratings/stimulus order.
Below we will give an overview over the electrode-wise correlates between the subjective ratings and the frequency bands (see Appendix A for tables of the correlations and
their significances). Furthermore, we will evaluate the outcome of a baselining approach,
a method to attenuate the possibility of potential confounds due to order effects.
Section 3.3 – Results: Ratings, Physiology, and EEG
Table 3.7: The correlations ρ (and their significances) between general frequency band power and ratings/order for the six broad frequency bands.
Valence
Arousal
Preference
Order
f
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
Theta
Alpha
Beta
Gamma
High Gamma
0.14
0.03
0.10
0.12
0.11
< .001
n.s.
< .001
< .001
< .001
0.05
0.05
0.06
0.01
0.01
.07
n.s.
.078
n.s.
n.s.
0.04
0.02
0.07
0.09
0.09
n.s.
n.s.
.024
.008
.002
0.11
0.07
0.15
0.13
0.10
< .001
.012
< .001
< .001
.008
Valence
The correlations between subjective ratings and the general frequency band power showed
effects of valence manipulation in theta, beta, and gamma frequency bands. Figure 3.7
shows the correlations between valence and the frequency power in the different broad
bands (The distribution of high gamma correlations is similar to that seen for low gamma
and hence not depicted, but supplied in Table A.1 in the appendix.).
Figure 3.7: The scalp distribution of the correlation coefficients (computed over all participants) of the valence
ratings with the power in the broad frequency bands of theta, beta, gamma and high gamma. The
highlighted sensors correlate significantly (p < .01) with the ratings. Nose is up.
For the theta band, the electrode-wise correlations showed a highly significant positive
correlation over fronto-central electrodes, and significant correlations over the posterior
region.
For the beta band, we found significant positive correlations over left and right temporal regions. For the gamma bands, we observed highly significant increases of power of
left and right temporal electrodes.
To explore the presence of a frontal alpha lateralization, observed in general and mu-
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sical emotions as a correlate of approach and withdrawal motivation, we computed alpha
lateralization indices for the frontal electrode pairs of AF3 and AF4, F3 and F4, and F7
and F8 and correlated these with the valence ratings. We expected a positive correlation
between indicator and valence, since the index increases with left-sided activation and
decreses with right-sided activation. However, none of the correlations between indicators
and valence ratings reached significance (see Table 3.8).
Table 3.8: The correlations ρ between frontal alpha asymmetry measure and the valence ratings.
Electrodepair
ρ
p-value
AF3 - AF4
F3 - F4
F7 - F8
0.04
0.01
0.02
n.s
n.s
n.s
Arousal
For arousal, we observed no significant general correlations. However, we found trends
toward significant effects (p < 0.1) in theta and beta frequency bands (see Figure 3.8
below and Table A.2 in the appendix). Based on the literature, we expected a (negative)
correlation of arousal with the alpha band. The correlation of general band power and
arousal, however, did not reach significance. Nevertheless, it is interesting to note that
the electrode-wise analysis showed some highly significant correlations over central and
posterior regions.
Figure 3.8: The scalp distribution of the correlation coefficients (computed over all participants) of the arousal
ratings with the power in the broad frequency bands of theta, alpha, and beta. The highlighted
sensors correlate significantly (p < .01) with the ratings. Nose is up.
Section 3.3 – Results: Ratings, Physiology, and EEG
Preference
The neurophysiological correlates between general frequency band power and preference
ratings were found in the beta, and gamma frequency bands (see Figure 3.9 below and
Table A.3 in the appendix). The bilateral temporal increases found in the beta and gamma
bands are similar to those observed for valence: the valence and preference correlations
seem very similar in terms of sign, size and location, which might be a result of the high
inter-correlations of the two ratings.
Figure 3.9: The scalp distribution of the correlation coefficients (computed over all participants) of the preference ratings with the power in the broad frequency bands of beta, gamma and high gamma.
The highlighted sensors correlate significantly (p < .01) with the ratings. Nose is up.
Order effects
Correlations with stimulus order manifested themselves in all frequency bands. For the
correlation analysis used to explore correlates of affect, such linear trends over time are
worrisome for two reasons. Firstly, long-term changes (drifts) in frequency power increase the stimulation-unrelated variance in the data, and hence might conceal smaller
stimulus-related effects. Secondly, these changes might introduce confounds in the analysis, especially in a correlation analysis based on ratings of experience, which are also
subject to order effects, as for example habituation.
The standard procedure to attenuate the influence of order effects, is to compute the
effects of stimulation relative to the measurements of the preceding pre-stimulation interval. We recalculated the electrode-wise correlations between general band power and the
subjective ratings according to such a “baselining” approach. Table 3.9 summarizes the
correlations between general band power and ratings/order computed on the basis of the
baselined data.
The results of the order-corrected analysis deviate from those of the non-corrected
analysis. The most prominent effects are the reductions of correlation sizes in the theta and
beta bands. This reduction leads to the disappearance of effects for valence and arousal
in both bands. Similarly, the beta band correlation with preference looses its significance.
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Table 3.9: The correlations ρ (and their significances) between general frequency band power, based on baselined power measures, and ratings/order for the six broad frequency bands.
Valence
Arousal
Preference
Order
f
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
Theta
Alpha
Beta
Gamma
High Gamma
0.04
0.03
0.04
0.1
0.09
n.s.
n.s.
n.s.
< .001
.004
0
0.02
0.01
0.03
0.01
n.s.
n.s.
n.s
n.s.
n.s.
0.05
0.02
0.04
0.06
0.05
.096
n.s.
n.s.
.074
n.s.
0.08
0.11
0.10
0.07
0.09
.002
< .001
.002
.028
.004
These changes of the general correlations are evidence for the presence of order effects in
the analysis. We will discuss their implications in Section 3.4.3.
3.4
Discussion: Validation, Correlates, and Limitations
The goal of the study was the implementation and validation of an affect induction protocol using music clips, and the exploration of neurophysiological correlates of the affective
states induced by it. The analysis revealed several limitations that will also be discussed
here.
3.4.1
Validity of the Affect Induction Protocol
The validity of the implemented affect induction protocol using music clips was suggested
by evidence from participants’ ratings and their physiological responses to the stimuli.
Specifically, the clear and strong effects of the stimulation on the valence and arousal ratings indicates the reliability of the induction method. The arousal manipulation had no
significant effect on the valence ratings, and vice versa, suggesting an even distribution
of the induced experiences over the valence-arousal plane. Nevertheless, we saw correlations between the rating scales. Possibly, that covariation of valence and arousal might be
an artifact of a natural characteristic of musical affect - with higher arousal often accompanying higher valence. In this regard, it is challenging to find highly arousing negative
music videos, though certainly some death metal or hardcore clips do feature gruesome
and arousing scenes.
Concerning the physiological responses to the affective stimulation, we found an expected difference of zygomaticus muscle activity for valence manipulations, and marginally
significant differences of trapezius muscle and electrodermal activity for arousal manipulations. Unexpected was, however, a difference in zygomaticus activity for arousal. With the
current data, we are not able to check if this increase of activity is due to the covariation
Section 3.4 – Discussion: Validation, Correlates, and Limitations |
between valence and arousal, or merely an effect of higher general activation of (facial)
musculature during arousing stimulation.
In general, the observed differences justify the notion of different affective states that
were induced by the music clips. Hence, we explored the neurophysiology of these affective states.
3.4.2
Classification of Affective States
Further evidence for the success of the manipulation of valence and arousal is given by
approaches to classify the affective states by their neurophysiological correlates. Specifically, Soleymani et al. [2011a] were able to classify valence, arousal, and preference, each
formulated as two class problem (differing between low and high ratings, respectively).
As the number of trials per class differed, significance of the classification was assessed by
comparison against a random classification with biased class sizes comparable to the class
distribution for valence, arousal, and preference scales, respectively. The classification
approach, a linear ridge regressor, performed significantly better than a biased random
classifier.
Together with subjective ratings, physiological indicators, and neurophysiological effects, we may claim that (1) we induced a variety of affective states differing in valence
and arousal, and (2) that these states can indeed be differentiated by their neurophysiological correlates. The next section discusses the neurophysiological correlates that are
the common basis of the classifier performance.
3.4.3
Neurophysiological Correlates of Affect
The primary motivation for the implementation of the affect induction protocol was the
induction of affect-related neurophysiological responses, that would be a basis for the
training of affective BCIs. We found strong neurophysiological correlates with valence and
with preference ratings. Correlates with arousal ratings were only present on electrodelevel, but not strong enough for correlation with general frequency band power - the
indicator we used to guide electrode-wise testing.
Valence
General correlations with valance ratings were present in several frequency bands: theta,
beta, and gamma.
The positive correlations in the theta band were priorly reported in the context of musical emotions by Sammler et al. [2007] and Lin et al. [2010]. Both studies associated
the theta effect with the anterior cingulate cortex (ACC), a neural structure involved with
affective and cognitive processes [Bush et al., 2000]. Baar et al. [2001] speak of a selectively distributed theta system that has its strongest generators within the limbic system
and controls responses to environmental stimuli. Similarly, Yordanova et al. [2002] associate theta responses with modality-independent stimulus evaluation processes. Koelsch
[2010] noted that the association of the ACC with changes in autonomic activity [Critchley
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et al., 2003], with cognitive processes, for example stimulus evaluation and performance
monitoring, and with affective responses, suggests a role of the ACC in the synchronization of biological subsystems. Consequently, the different components (and the respective
biological systems) involved in the emotional response [Scherer, 2005] might be synchronized via the ACC, yielding the conscious percept of the feeling.
The positive correlations with high frequency bands of beta and gamma bands found,
have been priorly reported for different induction approaches as well [Cole and Ray, 1985;
Aftanas et al., 2004; Lutz et al., 2004; Onton and Makeig, 2009], though some studies also
reported mixed [Müller et al., 1999; Keil et al., 2001] or opposite effects of valence manipulation [Gross et al., 2007]. Such high-frequency band responses, especially increases
over visual cortices for visual stimulation, have often been reported in the context of increased sensory processing of attended, known or meaningful stimuli [Herrmann et al.,
2004]. In that regard, gamma band oscillations have been interpreted as part of a cerebral
mechanism supporting the binding of different object features into one perceived object,
yielding a holistic percept.
In the context of emotion, the amygdala has been identified as a source of increased
gamma band activity to emotional stimuli [Oya et al., 2002; Luo et al., 2009]. Consequently, it is tempting to identify the increased temporal high-frequency activity as direct
consequences of the workings of the limbic system or of associated structures, which reside in the medial temporal lobes. However, despite evidence for a cortical origin of affectrelated high-frequency oscillations also in the EEG, localized in the anterior temporal lobes
[Onton and Makeig, 2009], the high frequency bands are notorious for containing electromyographic activity [Goncharova et al., 2003]. Taking the high covariation of the zygomaticus major with valence into account, it is well possible that high frequency correlates
are mainly resulting from the muscle tension associated with smiling. The electromyographical activity from the involved facial muscles might propagate to the scalp. Without
a careful separation of EMG and EEG sources, as attempted by Onton and colleagues by
use of independent component analysis, a definite attribution of the effects observed in
the present study is not possible.
Frontal Alpha Asymmetry and Valence
We also tested the hypothesis of a positive correlation of frontal alpha asymmetry indicators with valence, but found no effects for any of the frontal electrode pairs. Alpha
asymmetries have not been found by other studies manipulating valence neither (e.g., see
[Schutter et al., 2001; Sarlo et al., 2005; Winkler et al., 2010; Fairclough and Roberts,
2011; Kop et al., 2011]).
There are methodological differences between our study and those that reported musically induced, valence-related alpha asymmetries [Schmidt and Trainor, 2001; Tsang
et al., 2006]. The latter used a different reference scheme, referencing all electrodes to
the vertex, whereas we used common average reference. Despite observations of comparable results yielded with average and vertex reference schemes (see [Allen et al., 2004]),
Hagemann [2004] discourage the use of average reference to investigate frontal alpha
asymmetries. Average reference might introduce additional variance in the frontal alpha
Section 3.4 – Discussion: Validation, Correlates, and Limitations |
band.
On the other hand, frontal alpha asymmetry is often interpreted in relation to motivational direction (approach/withdrawal) [Harmon-Jones et al., 2010] rather than to
induced valence (positive/negative). While those concepts of valence and motivational direction are in general overlapping – negative valenced emotions being withdrawal-related
and positive valenced emotions being approach related – some of our musical stimuli
might not mirror that motivational division. Negative songs, especially, might induce anger
– a negative, but approach-related emotion.
Furthermore, the motivational component might not be strong enough in the manipulation. While the dimensions of valence and motivation were supposed to be congruent for
most emotions, only differing for (negative, but approach-related) anger, Harmon-Jones
et al. [2008] found that differences in motivational strength of positive emotions are reflected in the strength of the frontal alpha asymmetry
Preference
General correlations with preference in the beta and gamma bands were in location and
size following the effects of valence. This can be expected, given the high inter-correlations
between both ratings. Cinzia and Vittorio [2009] review several studies of aesthetical experience, which might be comparable to the experience associated with preference, in
that the aesthetical features of a certain object determine in part the emotional response.
They find that many studies report common structures activated as during emotional experience. Another interesting point about the neurophysiological correlates of general
preference – closing the circle to our stimulus selection method – is, that those correlations might be exploited in applications such as media recommendation systems, such as
last.fm, which can use implicit tagging approaches based on neurophysiology to capture
information about user preferences.
Arousal
General correlations with arousal ratings did not reach the criterium for significance. However, it might be said that they were leaning towards significance for the theta and beta
band. Specifically, we observed significant electrode-wise correlations for these frequency
bands and the arousal ratings: a positive correlation with posterior theta and a negative
correlation with frontal beta.
As the notion of the alpha decrease for the activation of brain regions and as a (inverse)
correlate of arousal is very prominent, the lack of effects in the alpha band was surprising.
We expected to see a negative correlation between arousal and alpha power over auditory
fronto-central and visual parieto-occipital regions to indicate stronger processing of higher
arousing stimuli. On the electrode level, such a negative correlation with alpha was indeed
observed. That the effects were too weak to lead to a general correlation between alpha
and arousal might indicate a weak covariation between emotional arousal and cognitive
(sensory) arousal: also the low arousing songs, for example sad or relaxing pieces, lead
to intense listening and watching. This corobborates our observations from Chapter 2, the
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relation between alpha band power and emotional arousal is rather weak. In Chapter 4,
we will explore this relationship further.
Effects of Order
Finally, we investigated the possibility of order effects in the general correlations. This
seemed relevant to us, as linear trends in power and ratings, found for the preference rating, could theoretically lead to confounds in the correlation analysis. The general correlations between frequency power and time of stimulus presentation showed strong order
effects, that is linear changes of frequency power over the duration of the experiment.
These might be due to several factors, such as increasing fatigue, tension, emotional habituation, or changes in the connectivity between electrodes and scalp (e.g., drying gel).
We found that baselining of the frequency band power of a given trial by the power of
the preceding resting period had effects on the correlations. Specifically, the size of general
theta and beta band correlations with valence and arousal, and the general beta band
correlations with preference were reduced by the baselining approach, and consequently
dropped below significance level.
Two possible reasons can be given for the changes of the general correlation after
baselining. As laid out above, affect-unrelated order effects might have led to a correlation of frequency power and ratings. Alternatively, it is possible that the effects observed
prior to the baseline-correction, as for example the theta band correlation with valence, are
still linked to affect. While no assumption about the causality can be made with the used
correlation approach, it is not unlikely that pre-trial brain activity partially determines the
subjective experience in response to an affective stimulus (cf. the mediator/moderator
distinction for alpha asymmetries by Coan and Allen [2004]). Studies that probe behavior based on the activation of certain structures or the instantaneous presence of brain
rhythms, for example by applying stimulation contingent with the activity or by directly
manipulating their occurence (e.g., by transcranial magnetic stimulation (TMS)), have
found evidence for them partially determining cognitive functions and experience. In that
sense, baseline-correction could have removed such response-determining pre-trial activity, thereby removing a genuine correlate of affect. However, such correlates should rather
be related to the determinants of the affective response, than to the response as such.
From these observations follows that the use of subjective ratings for the ground truth
determination has advantages and disadvantages. They allow a better estimate of the
actual affective state that is induced by a given stimulus, especially when using musical
stimulation that is naturally dependent on personal music listening preferences. On the
other hand, they might introduce order effects in the correlations of frequency power and
subjective ratings. A simple removal with baselining-approaches as done here also might
remove correlates that carry information about the affective state of a participant, as the
pre-trial activity could be of an affective nature (e.g., due to response-defining changes in
mood, and thus in brain activity).
Section 3.4 – Discussion: Validation, Correlates, and Limitations |
3.4.4
Emotion Induction with Music Clips: Limitations
We set out to explore the viability of music clips for a reliable and ecologically valid multimodal affect induction. Despite encouraging results in terms of subjective ratings, physiological indicators of affect, and neurophysiological correlates, we encountered several
issues that limit the reliability of the affect induction procedure. We address these issues
and suggest, where possible, changes to our approach that might remedy the problems.
Coverage of the Stimulus Space
Despite our attempts to select the most effective stimuli from each quadrant of the valencearousal plane, that is those that had the most extreme values during the online ratings,
the ratings in the final experiment revealed less extreme valence values for low arousal
emotions. The resulting C-shape of stimuli on the valence-arousal plane can also be observed with the often used IAPS and IADS stimulus sets, containing affective pictures and
sounds, respectively. One could argue, that low arousal emotions are in general attenuated with respect to the experienced valence. However, it might also be a limitation of the
affect induction possible in a laboratory. For example, grave sadness or depression, which
is a highly negative and low arousing state, is difficult to induce in the laboratory due to
practical and ethical concerns. Lying on extreme ends of the valence and arousal dimensions, however, such affective states might be interpolated from the less extreme observed
responses.
A possible improvement of the impact of low arousing emotions could be yielded by the
combination of a musical and an additional affect induction procedure, for example the
instruction to imagine the emotion that is to be induced by the clip. Such combination with
a second affect induction procedure generally increases the efficacy of the affect induction
[Westermann et al., 1996].
Confounds of Familiarity
We observed medium correlations between valence, arousal, and preference with familiarity ratings. Specifically, the familiarity ratings showed differences between negative high
arousal and the other emotion conditions. This is a consequence of the selection of video
clips: the negative high arousal condition consisted to a large part of heavy-metal music
clips, which were less popular than the clips chosen for the other conditions. Other studies
exploring musical emotions chose pieces that would be rather unknown, some even composing music for the study. With video clips the composition and filming is not an option.
The selection is further limited, as the selected music should be available as video clip and
popular enough to enable a selection via tags from social media sites. Alternatively, the
selection of the music clips could be subject-specific, taking the music listening preferences
of the participant into account. An alternative to the self-selection of music clips by the
participants, is to select music clips that fit the preference profile of a given participant in
social music networks, like last.fm.
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Confounds by Stimulus Features
The current study did not control for the perceptual features of the stimuli used for affect
induction, but selected stimuli only on the basis of their effects on the affective experience in the online study. As mentioned by Juslin and Västfjäll [2008], certain perceptual
aspects of the musical stimuli, and likewise of the visual stimulation with video clips, as
for example pitch, loudness, color, or luminance, might have influences on the affective
experience.
For physiological measurements, a strong association between physiological changes
and content features can be observed. Gomez and Danuser [2007] found strong correlations between physiological measurements, such as respiration, heart rate, and skin
conductance, and musical content features, such as tempo, accentuation, and rhythmic
articulation: “Music that induced faster breathing and higher minute ventilation, skin conductance, and heart rate was fast, accentuated, and staccato. This finding corroborates the
contention that rhythmic aspects are the major determinants of physiological responses to
music.” Similarly, Van Der Zwaag et al. [2011] hold that musical characteristics, such as
tempo, mode, and percussiveness, partially cause the emotional experience, and therefore their effects on physiology cannot be separated from those effects stemming from the
emotional experience per se. On the other hand, Etzel et al. [2006] stressed the potential
detrimental effects that physiology entrainment has for correlations of affect. The physiological variance that is induced by purely perceptual characteristics of the music might
conceal the relationship between physiology and musical emotion.
Koelstra et al. [2012] found the information in the content features of the stimulus
sound and film material sufficient for a classification of the affective experience. The content features were even of superior informativeness compared to EEG frequency domain
features. Further studies are needed to test the dependence of frequency features on content features, and to ensure the generalization of the emotion effects to other emotion
induction methods.
3.5
Conclusion
We proposed and evaluated an affect induction protocol which uses multimodal, musical
stimuli to induce different affective states. The validity of the induction procedure, its
capability to manipulate experience along the dimensions of valence and arousal, was
supported by the expected differences we found for the subjective experience and the
physiological responses of the participants.
The exploratory correlation analysis of the neurophysiological responses to the affective stimulation delivered further evidence for the validity of the induction procedure.
Especially, strong responses for valence in the theta, beta and gamma range are in accordance with the literature. The arousal manipulation, however, did not deliver significant
overall effects, though tendencies toward significance have been found for theta and beta
bands, and an expected negative correlation with the alpha band was present for some
electrodes. The participants’ general preference for specific music pieces was, as expected
Section 3.5 – Conclusion |
from high correlations with valence ratings, correlated with partially the same frequency
bands as the valence ratings, namely beta and gamma.
Furthermore, we found order effects on all frequency bands and explored the influence
of a baselining-approach. The computation of responses relative to a pre-trial baseline had
an influence on the correlations, leading to a different pattern of results for all ratings.
Therefore, we conclude that order effects are an issue for experiments that induce affective
states and consequently for affective BCIs, especially when subjective ratings are used as
a ground truth. However, baselining-approaches might also remove genuine correlates of
affect, namely such pre-stimulus activity that partially determines the emotional response.
The suggested and validated affect induction procedure, offers a way to extract large
numbers of stimuli from the internet, using the rich repository of tagged multimedia platform content. Thereby a large number of multimodal stimuli, specifically produced to
induce affect, can be identified and acquired in a relatively short time. These stimuli are
consumed on a daily basis by large parts of the normal population and therefore a guarantee for the ecologically validity of the stimulation. Physiological studies suggest that the
emotional responses are comparable to non-musically induced emotional responses. However, how general or context-specific the musically induced neurophysiological responses
are has yet to be explored. Are the correlates observed also valid in other contexts than in
passive music consumption?
We pointed out some limitations of the current study, specifically of the affect induction
by music videos, which have to be resolved in future studies: only modest valence experience for low arousing emotions, a covariation of familiarity with the subjective ratings of
affect, and a potential influence of stimulus features on the neurophysiological correlates.
We propose a further investigation of the advantages of a subject-specific selection of clips,
to yield more extreme valence experiences for low arousing emotions and to avoid confounds by familiarity. Also the combination of musical and an additional affect induction
procedure, for example the instruction to imagine the emotion that is to be induced by the
clip, might help to produce stronger affective response.
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Chapter 4
Dissecting Affective Responses
4.1
Introduction1
Affective BCIs are supposed to recognize emotions in the complexity of the real world,
which is different from the restrictively controlled laboratory environments in which emotional responses are normally studied. To build affective BCIs that also function reliably
in the real world, the identification of reliable affect correlates is a basic requirement.
However, according to Scherer [2005], emotional responses are complex compounds of
core affective (conscious feeling - self-monitoring) and other, cognitive processes (information processing, behavior planning). Consequently, in standard affect induction protocols, for example using music clips as described in chapter 3, the co-occurrance of
activations associated with rather cognitive processes in addition to the relevant purely
affective processes cannot be excluded. For example, assuming that an emotional stimulation is not only followed by a conscious perception of the successfully induced emotion (Scherer’s self-monitoring component), but also by an additional cognitive stimulus
evaluation (Scherer’s information processing component), the measured neurophysiological activations will contain a mix of affective and cognitive processes. This is relevant
for affective BCI, because consequently, the training data not only contains information
about the affective state, but also information about cognitive processes. Depending on
the strength and reliability of the cognitive correlates the classifier might learn these in
addition, or worse, instead of the affective correlates. As such correlates do not occur exclusively during emotions, but also during non-emotional cognitive processes, for example
during attention to a certain object or event, such “affective/cognitive” classifiers would
respond also during non-emotional processes in complex real-world environments.
To avoid such confounds, potentially hampering the robustness of affective BCIs, meth1 The work presented here is based on a pilot study [Mühl and Heylen, 2009] that led to significant methodological changes in our approach. The affective efficacy of a subset of the stimuli and the experimental design
were tested in a collaboration with TNO [Brouwer et al., 2012], and parts of the analysis of the ratings, physiological, and neurophysiological data, presented here, have been published in [Mühl et al., 2011b] and [Mühl
et al., 2011a].
88 | Chapter 4 – Dissecting Affective Responses
ods for the separation of affective from cognitive parts of the emotional response have to
be investigated. Here we suggest and evaluate an affect induction protocol that might, to
a certain degree, enable the distinction between affective and cognitive correlates of emotional responses. Specifically, we aimed at the separation of modality-specific cognitive
processes and general, potentially affective processes, by the induction of affect via stimulation from different stimulus modalities, namely visual (pictures) and auditory (sounds).
Below, we will shortly review evidence for modality-specific cognitive processes during
emotional responses and their reflection in the EEG, and we will outline our hypotheses.
4.1.1
Cognitive Processes as Part of Affective Responses
Appraisal theories, as in the Component Process Model of Scherer [2005], postulate the
importance of the analysis of the stimulus for the subsequent emotional response. In
Scherer’s model, this analysis is a complex interaction of several cognitive functions,
involving attention, memory, and other higher level evaluations, scrutinizing stimulus
features such as novelty, pleasantness, goal conduciveness, coping potential, and selfcompatibility [Sander et al., 2005]. While these processes happen very fast and partially
subconsciously, the outcome determines the conscious feeling. There is considerable evidence for the existence of cognitive stimulus evaluation processes as part of the emotional
response.
Functional neuroimaging studies provide evidence for stimulus-specific cognitive responses to affective stimulation. They show that correlates of affective responses can be
found in core affective areas in the limbic system and associated frontal brain regions,
but also in modality-specific areas associated with stimulus processing in general [Kober
et al., 2008]. Emotional postures [Hadjikhani and de Gelder, 2003] and facial expressions
[Pourtois and Vuilleumier, 2006] led to a stronger activation of areas known to be involved
in (visual) posture and face processing than their neutral counterparts. Similarly, affectinducing sounds [Grandjean et al., 2005] activated auditory cortical regions stronger than
neutral sounds, and auditorily induced affective states could be classified on the basis of
the activations measured within these regions [Ethofer et al., 2009]. It should be noted
that these responses are similar in their nature to purely cognitive responses, as observed
during attentional orienting to a specific modality [Vuilleumier, 2005].
4.1.2
Modality-specific Processing in the EEG
For the EEG, modality-specific affective responses (e.g., to visually, auditory induced, or
self-induced affect) have been only seldom investigated. Considering the limited spatial resolution that EEG measures can achieve, the study of modality-specific affective responses with EEG needs to directly compare two different affect induction modalities. The
few studies that did compare the effects of different stimulus modalities reported neurophysiological differences due to affect that varied between the modalities. Spreckelmeyer
et al. [2006] noted different ERP loci in response to visually (facial expressions) compared
to auditory (sung notes) attended affective stimuli. Visual affective responses are prominent over posterior electrodes, while auditory affective responses were seen over more
Section 4.1 – Introduction |
anterior electrodes. Cole and Ray [1985] compared affective responses either induced by
a self-induction procedure (imagination) or by visual stimuli (pictures), and found that
right posterior alpha power differed between the induction modality, whereas temporal
beta power differed between the induced affective states. The posterior alpha effect was
taken to reflect internal versus external attention focus during self-induced versus visual
affect, respectively. Finally, Baumgartner et al. [2006a] found an activation of posterior
cortices occurring mainly for visual affective stimuli (pictures), while almost absent for
auditory stimuli. The absence of a comparable activation for anterior cortices in response
to auditory affective stimuli might be explained by the lack of electrodes over frontocentral sites. In the following, we present evidence for a posterior/anterior division of
the modality-specific responsiveness of alpha activity to auditory and visual stimulation to
motivate our hypotheses.
Most research on EEG responses to affective stimulation uses visual affect induction by
pictures [Olofsson et al., 2008], because of which most is known about the neurophysiological correlates of this stimulus modality. The late positive potential, for example, is a
hallmark of visual affective correlates that is strongest over posterior cortical sites [Hajcak et al., 2010] and can be traced back to the activation of a network of visual cortices
[Sabatinelli et al., 2006]. In the frequency domain, posterior alpha band power is known
as a strong indicator of visual processing, for example in response to the manipulation
of visual attention [Pfurtscheller and Lopes da Silva, 1999; Jensen and Mazaheri, 2010;
Foxe and Snyder, 2011]. Correspondingly, combined fMRI and EEG measurements found
an inverse relationship of alpha band power and the activation of underlying cortices
[Laufs et al., 2003]. The behavior of posterior alpha band power indicates the intensity
of processing in visual cortices: decreasing alpha indicates more intense visual stimulus processing, whereas increasing alpha indicates less intense visual stimulus processing.
Conveniently, the power of the alpha band - especially over posterior regions - was also
shown to respond to visual affective manipulation [Aftanas et al., 2004; Baumgartner
et al., 2006a; Güntekin et al., 2007]. Therefore, alpha band power is of special interest
here, as it responds strongly to sensory processing in a modality-specific way and could be
used to mark cognitive processes in response to affective manipulation.
Less is known about EEG correlates of auditory affective stimulation, as the activation of auditory areas, is less easy to assess by EEG compared to that of visual areas
[Pfurtscheller and Lopes da Silva, 1999]. However, magnetoencephalographic and EEG
measurements have shown that alpha activity in the superior-temporal cortex correlates
with auditory stimulus processing [Weisz et al., 2011], and is supposed to be reflected in
fronto-central EEG leads [Hari et al., 1997; Mayhew et al., 2010]. Consistent with this
expectation, auditory-related cognitive processes were associated with differences in the
amplitude of anterior and temporal alpha oscillations in the EEG [Krause, 2006; Weisz
et al., 2011]. A link between affective auditory manipulation and alpha band power was
suggested by [Panksepp and Bernatzky, 2002; Baumgartner et al., 2006a; Schmidt and
Trainor, 2001; Tsang et al., 2006], making fronto-central alpha power a potential correlate of cognitive processes in response to affective manipulation.
Summarizing, posterior alpha power has been associated with visual processing and
with visual affective stimulation, whereas anterior alpha power has been linked to audi-
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tory processing and might be associated with affect. In general, alpha decreases during
active processing, and increases otherwise [Pfurtscheller and Lopes da Silva, 1999]. To
study the differentiation of posterior and anterior alpha power according to visual and
auditory affective stimulation, respectively, we induced affective states differing in valence and arousal via visual, auditory, and audio-visual stimuli. To enable the delineation
of modality-specific and general affective correlates, we manipulated the affective content (neutral, positive calm, positive arousing, negative calm, negative arousing) and the
modality (visual, auditory, audiovisual) of the stimulation independently. Below, we outline our expectations for the devised induction protocol.
4.1.3
Hypotheses
To verify whether we manipulated emotional states as expected, we also recorded subjective ratings of the participants’ emotional states and electrocardiographical (ECG) signals.
We expect a decrease of heart rate during negative and arousing emotions, as has been
reported as a sign for successful affect manipulation with the used visual [Codispoti et al.,
2006] and auditory stimuli [Bradley and Lang, 2000].
H1a : Valence and arousal manipulation affect the subjective ratings of valence and arousal
accordingly.
H1b : Negative affective stimulation leads to a stronger decrease of heart rate than neutral or
positive affective stimulation.
H1c : High arousing affective stimulation leads to a stronger decrease of heart rate than low
arousing affective stimulation.
In accordance with the literature, we expect affect-related responses to pictures in
the alpha band power over posterior cerebral regions. We define a region of interest
(ROI) pa for parietal that comprises electrodes P3, Pz, P4 and formulate our hypothesis for
the expected response to the modality-specific affective stimulation: in the case of visual
affect induction, alpha band power at pa is decreasing, as expected for increased visual
processing. During auditory affect induction, alpha power at pa will increase, as expected
for the inhibition of visual processing. During the audio-visual induction, however, a strong
decrease of alpha at pa is expected.
H2a : Visual affective stimulation leads to a stronger decrease of parietal alpha power compared to auditory stimulation.
Main effects of auditory affective stimulation might be anticipated in the activity over
anterior cerebral regions. We define an ROI fc comprising the fronto-central electrodes of
FC1, Cz, FC2 and formulate the following hypotheses: In the case of visual affect induction,
alpha band power at fc is increasing, as expected for decreased auditory processing. During
auditory affect induction, alpha power at fc will decrease, as expected during increased
auditory processing. During the audio-visual induction, a strong decrease of alpha at fc is
expected.
H2b : Auditory affective stimulation leads to a stronger decrease of fronto-central alpha power
compared to visual stimulation.
Section 4.2 – Methods: Stimuli, Study Design, and Analysis
As a general effect of valence, we expect a relative right shift of alpha band power
with increasing valence (activation of left frontal ventrolateral regions), reported for various affect induction modalities [Schmidt and Trainor, 2001; Tsang et al., 2006; Huster
et al., 2009] in terms of the frontal alpha asymmetry [Allen et al., 2004]. In addition to
the hypotheses-guided analyses, we conducted an exploratory analysis of the differences
induced by valence and arousal in the frequency bands of delta, theta, alpha, beta, and
gamma.
H3a : Positive relative to negative affect leads to a relative right shift of alpha band power
(higher frontal alpha asymmetry index).
H3b : Valence manipulation has general effects on the broad frequency bands in the EEG.
H3c : Arousal manipulation has general effects on the broad frequency bands in the EEG.
4.2
4.2.1
Methods: Stimuli, Study Design, and Analysis
Participants
Twenty-four (twelve female and twelve male) participants with a mean age of 27 years
(standard deviation of 3.8 years), were recruited from a subject pool of the research group
and via advertisement at the university campus. All participants, but one, were righthanded. Participants received a reimbursement of 6 Euro per hour or the alternative in
course credits.
4.2.2
Apparatus
The stimuli were presented with “Presentation” software (Neurobehavioral systems) using
a dedicated stimulus PC, which sent markers according to stimulus onset and offset to
the EEG system (Biosemi ActiveTwo Mk II). The visual stimuli were presented on a 19"
monitor (Samsung SyncMaster 940T). The auditory stimuli were presented via a pair of
custom computer speakers (Philips) located at the left and right sides of the monitor. The
distance between participants and monitor/speakers was about 90 cm.
To assess the neurophysiological responses, 32 active silver-chloride electrodes were
placed according to the 10-20 system. Additionally, 4 electrodes were applied to the outer
canthi of the eyes and above and below the left eye to derive horizontal electrooculogram
and vertical electrooculogram, respectively. To record the electrocardiogram (ECG), active
electrodes were attached with adhesive disks at the left, fifth intercostal space and 5 to 8
cm below. Additionally, participants’ skin conductance, blood volume pulse, temperature,
and respiration were recorded for later analysis. Physiological and neurophysiological
signals were sampled with 512 Hz.
4.2.3
Stimuli
To ensure a comparably strong affective stimulation with visual, auditory, and audio-visual
stimuli, we constructed a multi-modal stimulus set from normed visual and auditory uni-
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Figure 4.1: The location of the selected visual (left) and auditory (right) stimuli with respect to the whole
stimulus set (grey points) in the valence-arousal plane.
Figure 4.2: The distributions of the selected visual (IAPS) and auditory (IADS) stimuli for each of the 5 conditions along the valence (left) and arousal (right) axes. Note the differences in scale and condition
order between both plots.
modal affective stimulus sets. We selected 50 pictures and 50 sounds from the affective
stimuli databases International Affective Picture Set (IAPS;Lang et al. [1999]) and International Affective Digital Sounds Set (IADS2 ;Bradley et al. [2007]). The advantage of
these stimulus databases is the evaluation of each stimulus regarding its effect on the
subjective experience of arousal and valence. The picture set consists of stock and press
photographies from the 80s and 90s, showing a great variety of affect-inducing motives,
for example mutilations, attacks, pollution, ill and dying people, smiling children, harmonic family scenes, sport scenes, and beautiful landscapes. The sounds are retrieved
from movies and music pieces.
For both stimulus modalities we selected 10 stimuli for each of 4 categories varying
in valence (pleasant and unpleasant) and arousal (high and low). Additionally, a neutral
Section 4.2 – Methods: Stimuli, Study Design, and Analysis
class (i.e., low arousal, neutral valence) with 10 stimuli for each stimulus modality was
constructed.
First, the arousal-valence space containing the IADS stimuli was divided into 3 sections
along the valence axis (negative, neutral, positive), and 2 sections along the arousal axis
(low and high). This was done with the goal to have a similar number of stimuli in each
of the 6 sections (low arousal negative, high arousal negative, neutral, low arousal positive, high arousal positive). Second, the thresholds thus created for the IADS stimuli were
applied to the arousal-valence space containing the IAPS stimuli, resulting in 6 sections.
In a third step, we selected 10 stimuli from each section from IADS and IAPS sets, reiterating the selection until (1) the stimuli within the stimulus sets and within one valence or
arousal condition were as close as possible according to their mean valence or arousal, respectively, and (2) the stimuli within each section, between the stimulus sets were as close
as possible in terms of mean valence and arousal. The resulting selections are depicted
in Figure 4.1, with not used stimuli indicated as grey dots to visualize the relation of the
chosen subsets to the rest of the stimuli.
Table 4.1: The stimulus IDs of visual [Lang et al., 1999] and auditory [Bradley et al., 2007] stimuli according
to the conditions they appeared in and in the order in which they were paired for the audio-visual
stimuli (e.g. 1st auditory with 1st visual stimulus of LALV to create 1st LALV multi-modal stimulus).
LALV
HALV
LAHV
HAHV
Neutral
visual
audio
visual
audio
visual
audio
visual
audio
visual
audio
2141
2205
2278
3216
3230
3261
3300
9120
9253
8230
280
250
296
703
241
242
730
699
295
283
2352.2
2730
3030
6360
3068
6250
8485
9050
9910
9921
600
255
719
284
106
289
501
625
713
244
1811
2070
2208
2340
2550
4623
4676
5910
8120
8496
226
110
813
221
721
820
816
601
220
351
4660
5629
8030
8470
8180
8185
8186
8200
8400
8501
202
817
353
355
311
815
415
352
360
367
2220
2635
7560
2780
2810
3210
7620
7640
8211
9913
724
114
320
364
410
729
358
361
500
425
Table 4.2 presents the mean arousal and valence values as reported in [Lang et al.,
1999; Bradley et al., 2007] for each condition (values in bold font). They were matched
as well as possible between the emotion conditions, and between modalities (see Figure
4.2). Table 4.1 lists the IDs of the specific IAPS and IADS stimuli used. For the audio-visual
conditions, visual and auditory stimuli of the same emotion conditions were paired with
special attention to match the content of picture and sound (e.g., pairing of “aimed gun”
picture and “gun shot” sound). The pictures and sounds of the unimodal conditions were
paired in the order they are listed in Table 4.1.
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Table 4.2: Mean (std) valence and arousal ratings for the stimuli of each emotion condition1 computed from
the norm ratings of the IAPS [Lang et al., 1999] and IADS [Bradley et al., 2007] stimulus sets.
Visual (IAPS)
Condition
(1) LALV
(2) HALV
(3) LAHV
(4) HAHV
(5) Neutral
4.2.4
Auditory (IADS)
Valence
Arousal
Valence
Arousal
2.58 (0.60)
2.26 (0.34)
7.53 (0.44)
7.37 (0.31)
4.92 (0.54)
5.24 (0.54)
6.50 (0.22)
5.26 (0.52)
6.67 (0.38)
5.00 (0.51)
3.05 (0.51)
2.70 (0.51)
7.09 (0.43)
7.19 (0.44)
4.82 (0.44)
5.81 (0.43)
6.79 (0.31)
5.59 (0.39)
6.85 (0.39)
5.42 (0.42)
Design and Procedure
Before the start of the experiment, participants signed an informed consent form. Next,
the sensors were placed. Before the start of the recording, the participants were shown the
online view of their EEG to make them conscious of the influence of movement artifacts.
They were instructed to restrict their movements to the breaks, and to watch and listen to
the stimuli, while fixating the fixation cross at the centre of the screen.
Stimuli were presented in three separate modality blocks in a balanced order over all
participants (Latin square design). Each modality block started with a baseline recording
in which the participants looked at a black screen with a white fixation cross for 60 seconds. Between the modality blocks were breaks of approximately 2 minutes in which the
signal quality was checked.
Each modality block consisted of the five emotion conditions (see Table 4.2) presented
in a pseudo-randomized order, ensuring an approximate balancing of the order of emotion
conditions within each modality condition over all subjects. Between the emotion blocks
there were breaks of 20 seconds. Each emotion condition consisted of the presentation of
the respective 10 stimuli, in a randomized order. Each stimulus was presented for about
6 seconds. Stimuli were separated by 2 seconds blank screens. Finally, all stimuli were
presented again to the participants, to rate their affective experience on 9-point SAM scales
of arousal, valence, and dominance as used in [Bradley et al., 2007; Lang et al., 1999].
4.2.5
Data Processing and Analysis
After referencing to the common average, the EEG data was downsampled to 256 Hz,
high-pass FIR filtered with a cut-off of 1 Hz and underwent a three-step artifact removal
procedure: (1) it was visually screened to identify and remove segments of excessive EMG
and bad channels, (2) eye artifacts were removed via the AAR toolbox in EEGlab, and
finally (3) checked for residuals of the EOG. For the estimation of the power within the
different frequency bands, Welch’s method [Welch, 1967] was used with a sliding window
of 256 samples length and 128 samples overlap. It was applied to each of the 15 blocks
and their preceding baseline intervals for every participant separately. The resulting power
Section 4.2 – Methods: Stimuli, Study Design, and Analysis
values with a resolution of 1 Hz were averaged according to the different frequency ranges
to derive delta (1 - 3 Hz), theta (3 - 7 Hz), alpha (8 - 13 Hz), beta (14 - 29 Hz), and
gamma band power (30 - 48 Hz). To derive the the alpha power measures for the regionsof-interest, the alpha power for the parietal and fronto-central electrodes was averaged. To
approach normal distribution for later parametric statistical analysis, the natural logarithm
was computed, and baselining was performed by subtraction of the power of the preceding
resting period.
To compute heart rate (HR), the ECG signal was filtered by a 2-200 Hz bandpass 2sided Butterworth filter and peak latencies extracted with the BIOSIG toolbox [Schlögl
and Brunner, 2008] in Matlab. Next, the interbeat intervals were converted to HR and averaged for each participant and each of the 15 stimulus blocks (3 modality × 5 emotional
blocks).
For the analysis of the effects of the affect induction protocol on ratings, HR, and neurophysiological activity, repeated measures ANOVAs (rmANOVA) were conducted. Subjective ratings and heart rate were first submitted to 3 (modality) × 5 (emotion) rmANOVA
to show general impact of emotional stimulation, after which a 3 (modality) × 3 (valence) rmANOVA for valence (negative, positive, neutral) and a 3 (modality) × 2 (arousal)
rmANOVA for arousal (low,high) were conducted.
For the analysis of the modality-specific effects in the alpha band, 3 (modality) ×
2 (emotion) rmANOVAs were conducted for the parietal and fronto-central regions-ofinterest, with emotion being neutral versus aggregated positive and negative conditions.
To determine the nature of the expected interaction of emotion and modalities, we computed second level contrasts of the modality-specific affective responses: visual affect (affective minus neutral visual stimulation), auditory affect (affective minus neutral auditory
stimulation), audiovisual affect (affective minus neutral audiovisual stimulation). We then
contrasted the three different modality-specific responses with one-sided, pairwise Ttests.
For the exploratory analysis of the effects of valence and arousal on delta, theta, alpha,
beta, and gamma bands, separate 3 (modality) × 2 (emotion) rmANOVAs were conducted
for modality×valence and modality×arousal for each electrode. For the valence analysis,
low and high valence conditions each consisted of the aggregated low/high arousal conditions. For the arousal analysis, low and high arousal conditions each consisted of the
aggregated positive/negative valence conditions. For the analysis of the alpha asymmetry
indices, we conducted a 3 (modality) × 2 (valence) rmANOVA.
To ensure normal distribution, we removed cases that contained outliers, according
to the mild outlier criterium (3×inter-quartile range). Where appropriate, GreenhouseGeisser corrected results are reported. As effect size measure we report the partial etasquared ηp2 .
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4.3
4.3.1
Results: Ratings, Physiology, and EEG
Subjective Ratings
The affective manipulations yielded the expected differences in subjective ratings (see
Table 4.3 and Figure 4.3). A 3 (modality) × 5 (emotion) rmANOVA on the valence ratings
showed a main effect of both emotion (F(4,92) = 246.100,p < 0.001,ηp2 = 0.915) and
modality (F(2,46) = 6.057,p = 0.005,ηp2 = 0.208).
Figure 4.3: The mean valence and arousal ratings for all 5 emotion conditions for visual, auditory, and audiovisual modality of affect induction (error bars: standard error of mean).
Table 4.3: Mean (std) of the valence and arousal ratings for the stimuli of each emotion condition computed
from the participants’ ratings.
Visual (IAPS)
Condition
(1) LALV
(2) HALV
(3) LAHV
(4) HAHV
(5) Neutral
Auditory (IADS)
Audio-visual
Valence
Arousal
Valence
Arousal
Valence
Arousal
1.99(0.79)
1.97(0.83)
6.88(0.70)
6.29(0.93)
4.52(0.64)
4.98(1.60)
5.73(1.84)
5.24(1.45)
5.50(1.60)
4.41(1.24)
2.84(0.81)
2.55(0.77)
6.17(0.71)
6.28(0.71)
4.86(0.60)
4.55(1.73)
5.32(1.64)
4.97(1.50)
5.67(1.62)
4.10(1.29)
2.28(0.78)
2.02(0.90)
6.69(0.81)
6.40(0.69)
4.54(0.60)
5.08(1.56)
5.82(1.61)
5.37(1.50)
5.92(1.65)
4.38(1.38)
A 3 (modality) × 3 (valence) rmANOVA on mean ratings of negative, neutral, and
positive conditions, showed a main effect of valence (F(2,46) = 264.100, p < 0.001,ηp2
= 0.920). Participants rated positive (t(23) = -19.096, p < 0.001) and neutral ((t(23)
= -14.920, p < 0.001) conditions higher on valence compared to the negative condition.
The positive condition was rated higher than the neutral ((t(23) = 11.946, p < 0.001).
Furthermore, a main effect for modality (F(2,46) = 7.078, p = 0.002,ηp2 = 0.235) reflected
more positive ratings for states induced via the auditory modality compared to visual
(t(23) = 4.853, p < 0.001) and audio-visual (t(23) = 3.541, p = 0.002). An interaction
Section 4.3 – Results: Ratings, Physiology, and EEG
effect indicates less extreme ratings for auditory stimuli (F(4,92) = 14.813, p < 0.001,ηp2
= 0.392) and, hence, a weaker efficacy.
A similar pattern was found in a 3 (modality) × 5 (emotion) rmANOVA on the arousal
ratings, showing a main effect of emotion (F(4,92) = 12.588,p < 0.001,ηp2 = 0.354),
and of modality (F(2,46) = 9.177,p < 0.001,ηp2 = 0.285). A 3 (modality) × 2 (arousal)
rmANOVA on mean ratings of low and high arousing conditions, showed a main effect of
arousal (F(1,23) = 27.180, p < 0.001,ηp2 = 0.542). A main effect for modality (F(2,46)
= 9.344, p < 0.001,ηp2 = 0.289) indicated, that auditorilly induced affect was rated less
arousing than visually (t(23) = 2.495, p = 0,02) and audiovisually induced affect (t(23)
= 4.032, p = 0.001). No interaction effect was found between modality and arousal.
4.3.2
Heart Rate
The data of 3 participants was excluded from analysis, as ECG artifacts resulted in difficulties for adequate QRS-peak detection. The analysis of HR change relative to the resting
baseline indicated differences resulting from the valence and arousal manipulations. A 3
(modality) × 5(emotion) rmANOVA showed main effects of modality (F(2,40) = 6.063, p
= 0.005, ηp2 = 0.233) and emotion (F(4,80) = 4.878, p = 0.001,ηp2 = 0.196).
Table 4.4: Main effects of the modality and valence manipulation for the heart rate. No interaction effect
was found. Mean and standard deviation for the respective conditions and the statistical indicators
F-value, p-value, and η p 2 are given.
Negative
Neutral
Positive
ANOVA
x̄
s
x̄
Std
s
Std
F
p-value
ηp 2
-0.87
3.92
0.31
3.59
-0.29
3.66
5.41
0.007
0.2 20
Visual
Auditory
Audiovisual
ANOVA
x̄
s
x̄
s
x̄
s
F
p-value
ηp 2
-0.87
4.03
0.96
3.21
-0.92
4.60
5.829
0.006
0.228
A 3 (modality) × 3 (valence) rmANOVA (see Table 4.4) on low arousing negative,
neutral, and positive conditions, showed a main effect of modality (F(2,40) = 5.829, p =
0.006,ηp2 = 0.228) with significantly higher HR for the auditory conditions compared to
the visual (t(20) = -3.359, p = 0.003) and the audiovisual (t(20) = -2.906 , p = 0.009)
conditions. The analysis also showed a main effect of valence (F(2,40) = 5.641, p =
0.007,ηp2 = 0.220): as expected HR decreased stronger for negative compared to neutral
(t(20) = -3.128, p = 0.06). A trend for a stronger HR decrease for negative compared
to positive stimulation was also present (t(20) = -1.629, p = 0.06). No interaction for
modality and valence was found.
For arousal, a 3 (modality) × 2 (arousal) rmANOVA on averaged low versus high
arousing emotion conditions, showed a main effect of modality (F(2,40) = 7.029, p =
0.002,ηp2 = 0.260), with higher HR for the auditory compared to visual (t(20) = -3.134,
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Table 4.5: Main effects of modality and arousal manipulation for the heart rate. No interaction effect was
found. Mean and standard deviation for the respective conditions and the statistical indicators
F-value, p-value, and η p 2 are given.
Low Arousal
High Arousal
ANOVA
x̄
s
x̄
s
F
p-value
ηp 2
-0.36
3.79
-0.79
3.70
5.360
.031
0.211
Visual
Auditory
Audiovisual
ANOVA
Mean
Std
x̄
s
x̄
s
F
p-value
ηp 2
-0.92
4.10
0.85
3.27
-1.35
4.51
7.029
.002
0.260
p = 0.005) and audiovisual conditions (t(20) = -3.133, p = 0.005); and a main effect of
arousal (F(1,20) = 5.360, p = 0.031,ηp2 = 0.211), with a HR decrease for higher arousing
stimuli (see Table 4.5). No interaction for modality and arousal was found.
4.3.3
Modality-specific Correlates of Affect
Figure 4.4: The parietal and fronto-central alpha power (error bars: standard error of mean) during visual,
auditory, and audio-visual affect (emotion – neutral), averaged over all subjects that entered the
respective analyses (A); and the 2nd level contrasts of visual – auditory affect (B), visual – audiovisual affect (C), audio-visual – auditory affect (D), showing modality-specific affective responses
averaged over all subjects.
For each ROI, the data of 4 cases was excluded according to the outlier criterium
(1.5×inter-quartile range) to guarantee normality, which was potentially violated by residual artifacts. To test the effect of modality-specific affective stimulation, we contrasted for
all 3 modality conditions neutral against mean emotional response with a 3 (modality) ×
2 (emotion) rmANOVA. We did so for the alpha power over the “visual” parietal pa and
“auditory” fronto-central fc region (see Figure 4.4), separately.
In accordance with our prediction for pa, we found an interaction effect between
modality and emotion (F(2,38) = 3.373, p = 0.045, ηp2 = 0.151). To specify the nature of
the interaction, we computed the second-level emotion contrasts (emotion - neutral) for
Section 4.3 – Results: Ratings, Physiology, and EEG
the visual, auditory, and audio-visual conditions. Pairwise one-sided t-tests confirmed the
expected difference between audio-visual versus auditory affect (t = -2.651, p = 0.008,
Figure 4.4D), and for visual versus auditory affect (t = -2.093, p = 0.026, Figure 4.4B).
Alpha power at pa decreases for visual and audio-visual affect, but increases for auditory
affect. No main effect of emotion was observed.
For fc, we found an interaction between modality and emotion (F(2,38) = 4.891, p =
0.013, ηp2 = 0.205). As for the pa, we computed the second-level emotional contrasts for
all conditions over fc. Pairwise one-sided t-tests showed the expected significant differences between audio-visual versus visual affect (t = -3.155, p = 0.003, Figure 4.4B), and
for the visual versus auditory affect (t = -1.817, p = 0.043, Figure 4.4C). Alpha power at
fc decreased for auditory and audio-visual affect, but increased during visual affect induction. No main effect of emotion was observed.
Figure 4.5: The parietal and fronto-central alpha power (error bars: standard error of mean) during visual,
auditory, and audio-visual stimulation (over all emotion condition), averaged over all subjects that
entered the respective analyses (A); and the 2nd level contrasts of visual – auditory (B), visual
– audio-visual (C), audio-visual – auditory stimulation (D), showing modality-specific responses
averaged over all subjects.
For both regions of interest, we found a main effect of modality, independent of emotion conditions (see Figure 4.5). Over pa, we found a main effect of modality (F(2,38) =
3.821, p = 0.043, ηp2 = 0.167), resulting from lower alpha power for visual (t = -2.059,
p = 0.053) and audiovisual (t = -2.291, p = 0.034) stimulation, compared to auditory
stimulation. Similarly, we found a main effect of modality over fc (F(2,38) = 6.110, p =
0.005, ηp2 = 0.243), resulting from lower alpha power for visual (t = -2.978, p = 0.008)
and audiovisual (t = -2.389, p = 0.027) stimulation, compared to auditory stimulation.
No significant differences were seen between visual and audio-visual stimulation.
4.3.4
General Correlates of Valence, Arousal, and Modality
To explore the general correlates of affect further, we conducted repeated measures ANOVAs
for indices of frontal alpha (power) lateralization between valence conditions, and for the
contrasts of valence and arousal conditions in the power of the delta, theta, alpha, beta,
and gamma bands. Modality was included as an additional factor in all three analyses,
and will be discussed separately in Section 4.3.4 as it is the same for valence and arousal.
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Frontal Alpha Lateralization and Valence
To test the effect of valence on the frontal alpha asymmetry, we computed the index according to Allen et al. [2004] for positive and negative conditions and for all modalities.
We tested these in a 3 (modality) × 2 (valence) rmANOVA. We expected a main effect of
valence, specifically a smaller index for negative emotions compared to positive emotions,
indicating a higher activation of left frontal regions for positive emotions and a higher
activation of right frontal regions for negative emotions. However, while the expected pattern of alpha asymmetry was observed, it did not reach significance (see Table 4.6). There
were also no effects of modality or an interaction.
Table 4.6: Main effects of alpha asymmetry for the frontal electrode pairs E in the alpha frequency bands f.
Mean and standard deviation for the respective frequency band power of the negative and positive
valence conditions, and the statistical indicators F-value, p-value, and η p 2
Negative
Positive
ANOVA
f
E
x̄
s
x̄
s
F
p-value
ηp 2
Valence
AF3 – AF4
F7 – F8
F3 – F4
0.015
0.030
0.004
0.095
0.137
0.105
0.026
0.046
0.014
0.081
0.144
0.097
0.649
1.136
0.480
n.s.
n.s.
n.s.
-
Effects of Valence
For the analysis of correlates of valence, we contrasted (all negative versus all positive)
valence conditions for visual, auditory, and audio-visual stimulation via 3 (modality) ×
2 (valence) rmANOVA. Main effects of valence were observed for the beta and gamma
frequency bands (see Table 4.7).
Figure 4.6: The main effect of valence manipulation, showing the contrasts of the responses to negative compared to positive affective stimulation (negative minus positive) in the beta (A) and gamma (B)
frequency bands, averaged over all subjects. Electrodes that showed a significant main effect of
valence in the rmANOVA are marked with circles. Nose is up.
Section 4.3 – Results: Ratings, Physiology, and EEG
Table 4.7: Main effects of valence for the significant (p < 0.05) electrodes E in the specific frequency bands f.
Mean and standard deviation for the respective frequency band power of the negative and positive
valence conditions, and the statistical indicators F-value, p-value, and η p 2 .
Negative
Positive
ANOVA
f
E
x̄
s
x̄
s
F
p-value
ηp 2
Beta
FC5
T7
T8
-0.059
-0.079
-0.030
0.094
0.151
0.130
0.036
0.065
0.086
0.118
0.204
0.193
11.742
5.632
4.838
0.002
0.026
0.038
0.338
0.196
0.174
Gamma
FC1
FC5
T7
C3
T8
FC6
-0.019
-0.051
-0.090
-0.023
-0.066
-0.087
0.066
0.163
0.198
0.092
0.172
0.165
0.025
0.096
0.102
0.050
0.127
0.069
0.080
0.193
0.315
0.125
0.334
0.309
4.326
8.546
5.183
5.576
5.796
4.550
0.048
0.007
0.032
0.027
0.024
0.043
0.158
0.271
0.184
0.195
0.201
0.165
For the beta band, main effects of valence were observed over left and right temporal
regions (see left panel in Figure 4.6). Beta band power increased for positive relative to
negative affective stimulation over these regions. These effects were observed bilaterally,
but were stronger over left temporal regions.
Similarly, we observed main effects of valence in the gamma band over left and right
temporal electrodes (see right panel in Figure 4.6). As for the beta band, gamma band
power increased for positive relative negative affective stimulation. The effects on the
gamma band included more electrodes compared to those observed in the beta band.
Correlates of Arousal
In an exploratory analysis, we contrasted positive and negative high versus positive and
negative low arousal conditions for visual, auditory, and audio-visual stimulation via 3
(modality) × 2 (arousal) rmANOVA for the power of the delta, theta, alpha, beta, and
gamma bands for each electrode. We found main effects of arousal in the delta and theta
frequency bands (see Table 4.8). For the modality effects, being the same as for the valence analysis, we present the results in Section 4.3.4. No interaction was found between
modality and arousal.
For the delta band, the analysis revealed main effects of arousal over the right parietal
region (see left panel of Figure 4.7). Delta power decreased for high compared to low
arousal conditions.
For the theta band, we observed a general decrease of power over central and temporal
regions for high arousal affective stimulation compared to low arousal conditions. We
found significant main effects of arousal over left temporal and central electrodes (see
right panel of Figure 4.6).
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Table 4.8: Main effects of arousal for the significant (p < 0.05) electrodes E in the specific frequency bands f.
Mean and standard deviation for the respective frequency band power of the low and high arousal
conditions, and the statistical indicators F-value, p-value, and η p 2
Low Arousal
High Arousal
ANOVA
f
E
x̄
s
x̄
s
F
p-value
ηp 2
Delta
P8
CP6
0.126
0.055
0.070
0.083
0.061
0.005
0.088
0.057
10.028
7.939
0.004
0.009
0.304
0.257
Theta
FC5
C3
CP2
0.016
0.062
0.034
0.094
0.126
0.127
-0.039
-0.009
-0.014
0.125
0.152
0.141
5.688
9.588
5.516
0.025
0.005
0.027
0.198
0.294
0.193
Figure 4.7: The general effect of arousal manipulation, showing the contrasts of of the responses in low
compared to high arousing stimulation (high minus low) in the delta (A) and theta (B) frequency
bands, averaged over all subjects. Electrodes that showed a significant main effect of arousal in
the rmANOVA are marked with circles. Nose is up.
Effects of Modality
For valence and arousal rmANOVAs, we found main effects of modality for the delta, alpha
and beta frequency bands (for tables refer to Section B in the appendix). We will report
here the effects of the modality×arousal analysis, as they are virtually identical to those
observed for modality×valence analysis.
For the delta band the exploratory analysis yielded main effects of modality for occipital
and right parietal electrodes (see Figure 4.8 and Table B.1 in the appendix). Delta power
was higher for visual and audio-visual compared to auditory stimulation (see Table B.2 in
the appendix).
As for the rmANOVA on the parietal and fronto-central regions of interest, we found
pronounced main effects of modality in the alpha band (Figure 4.9 and Table B.3 in the
appendix). Alpha power decreased over the whole scalp in response to visual and audiovisual stimulation compared to purely to auditory stimulation (see Table B.4 in the
appendix).
Section 4.3 – Results: Ratings, Physiology, and EEG
Figure 4.8: The modality contrasts of visual – auditory (A), visual – audio-visual (B), audio-visual – auditory
stimulation (C), showing the effects of sensory stimulation (e.g., visual minus auditory) on the
delta band, averaged over all subjects. Electrodes that showed a significant main effect of modality
in the rmANOVA and subsequent post-hoc Ttests between the different modality pairs are marked
with circles on the corresponding contrasts. Nose is up.
Figure 4.9: The modality contrasts for visual – auditory (A), visual – audio-visual (B), audio-visual – auditory
stimulation (C), showing the effects of sensory stimulation (e.g., visual minus auditory) on the alpha band, averaged over all subjects. Electrodes that showed a significant main effect of modality
in the rmANOVA and subsequent post-hoc Ttests between the different modality pairs are marked
with circles on the corresponding contrasts. Nose is up.
For the beta band, main effects of modality similar to the alpha band were observed
(Figure 4.10 and Table B.5 in the appendix). Beta band power decreased for visual and
audiovisual compared to purely auditory stimulation over central and parietal regions
(see Table B.6 in the appendix). In contrast to the alpha band the effects in the beta band
were less pronounced in effect size and did not include frontal, temporal and occipital
electrodes.
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Figure 4.10: The modality contrasts of visual – auditory (A), visual – audio-visual (B), audio-visual – auditory stimulation (C), showing the effects of sensory stimulation (e.g., visual minus auditory) on
the beta band, averaged over all subjects. Electrodes that showed a significant main effect of
modality in the rmANOVA and subsequent post-hoc Ttests between the different modality pairs
are marked with circles on the corresponding contrasts. Nose is up.
Summary of the Exploratory Analysis
Despite a great amount of literature showing different lateralization patterns for frontal
alpha power for positive versus negative valence, our analysis did not show effects of
frontal alpha lateralization.
For valence, the comparison of frequency band power showed consistent decreases
of power over temporal regions in the beta and gamma bands for negative compared to
positive affective stimulation. These can be related to other studies of valence correlates
in the frequency domain. However, power in high frequency bands over temporal regions
is also prone to contaminations by EMG activity.
For arousal, high arousal compared to low arousal stimulation led to a general decrease
of right parietal delta power and of central theta power.
The main effects of modality were the same for valence and arousal rmANOVAs, as
both analyses did not differ with regard to the data taken into account for the modality
contrasts. We observed increases of occipito-parietal delta band power, decreases of the
alpha band power over the whole scalp, and decreases of power over parietal and frontocentral regions for the (lower) beta band for visual and audio-visual compared to auditory
stimulation. No interactions with modality were found for valence or arousal contrasts.
4.4
Discussion: Context-specific and General Correlates
In the present study, we explored neurophysiological responses to visual, auditory, and
combined affective stimulation. We predicted that parietal and fronto-central alpha power
would respond differently during visually and auditory induced emotion. Furthermore,
we conducted an exploratory analysis of the main effects of valence and arousal on the
broad frequency bands of delta, theta, alpha, beta, and gamma. Below we will discuss
Section 4.4 – Discussion: Context-specific and General Correlates |
the evidence for the validity of the induction protocol, the observed modality-specific and
general affective responses, their relevance for affective BCI, and the limitations of the
present study.
4.4.1
Validity of the Affect Induction Protocol
The effects of valence and arousal on ratings and heart rate suggest that in general, the
affect induction was successful. The affective stimulation had strong effects on the subjective experience of the participants. We found effects of the valence manipulation on
valence ratings, and of the arousal manipulation on arousal ratings.
The successful manipulation of affect was further confirmed by the participants’ heart
rates. The contrasts of low versus high arousing and positive versus negative valence
conditions showed the expected decreases of heart rate for arousing and negative stimuli,
replicating results of other studies using IADS and IAPS stimuli [Bradley and Lang, 2000;
Codispoti et al., 2006]. The deceleration of the heart rate is believed to index the activity
of the parasympathetic nervous system, in response to arousing and unpleasant stimuli
that lead to an increased orienting response [Bradley, 2009].
Despite our efforts to keep the valence and arousal ratings of the conditions comparable
over modalities, the ratings showed a slightly weaker efficacy of auditory affective stimuli.
This pattern was mirrored in the heart rate changes in response to stimulation, which were
smallest for auditory, followed by visual, and strongest for audio-visual stimulation.
Summarizing, we found evidence for the successful manipulation of valence and arousal
in the form of subjective and objective indicators of affect.
4.4.2
Modality-specific Affective Responses
The observed responses of posterior (paα ) and anterior (f cα ) alpha power (see Figure 4.4)
match our expectations as formulated in the introduction. We found a lower paα for visual
compared to auditory affective stimulation, especially when visual stimuli were paired
with auditory stimuli. Complementary to paα , f cα was lower for auditory compared to
visual affective stimulation, especially when auditory stimuli were paired with visual stimuli. With regard to the literature on sensory processing [Foxe and Snyder, 2011; Jensen
and Mazaheri, 2010; Pfurtscheller and Lopes da Silva, 1999], the effects might result from
a decrease of alpha band power during “appropriate” stimulation (activation), and an increase during “inappropriate” stimulation (inhibition). The “appropriateness” is defined
by the modality-specificity of the underlying cortices - the posterior visual cortices for ROI
pa [Pfurtscheller and Lopes da Silva, 1999], and the temporal auditory cortices for ROI fc
[Hari et al., 1997]. It should be noted, that the alpha increase to “inappropriate” stimulation seems more marked than the decrease during “appropriate” stimulation, stressing the
inhibitory nature of the potential sensory gating process [Foxe and Snyder, 2011; Jensen
and Mazaheri, 2010]. The relatively strong alpha decrease during audio-visual affective
stimulation, might result from extra activation due to more intense processing of bimodal
stimuli. Alternatively, it might be an additive effect resulting from an overlap of paα and
f cα due to volume conduction.
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Please note that these modality-specific effects were yielded after subtracting neutral
from emotion conditions for each modality, removing responses that are common to any
visual or auditory stimulation, leaving the correlates of the affective response. Without
such a neutral “baseline”, the purely perceptual effects of modality-specific stimulation
dominate the affective responses and hence might conceal any affect-related differences.
This becomes evident when looking at the main effect of modality, which showed a general decrease of alpha with visual and audio-visual stimulation, and an increase with auditory stimulation. Surprisingly, no significant differences (effects of modality) between
visual and audio-visual stimulation were observed, though the additional auditory processes should lead to a desynchronization relative to purely visual over auditory regions.
This lack of effects suggests that the alpha power over pa and fc responds strongly to visual
stimulation, but is only weak and not always visible for auditory stimulation. Difficulties
in observing auditory alpha with EEG have been reported before [Pfurtscheller and Lopes
da Silva, 1999; Weisz et al., 2011].
These results suggest that affective stimulation via different modalities has different,
even opposing effects which can be observed in the EEG. These adhere to theories of
modality-specific activation and inhibition of the respective, functionally specialized brain
regions also involved in non-affective cognitive processes. Therefore, it is conceivable
that these correlates are stimulus-specific cognitive consequences of affective stimulation,
comparable to the enhanced processing during attentionial selection [Vuilleumier, 2005],
rather than primary correlates of affect. This is also in line with appraisal theories of emotion (e.g., the Component Process Theory [Sander et al., 2005]). These theories postulate
the involvement of core affective processes such as affective self-monitoring (feeling) and
of cognitive processes related to the stimulus evaluation and behavior planning. In Section
4.4.4 we will discuss the consequences of the existence of modality-specific correlates of
affective responses in the EEG for affective BCIs.
After the presentation of the modality-specific effects of the affective stimulation, we
now will recapitulate the general effects of valence and arousal manipulation on the different frequency bands.
4.4.3
General Correlates of Valence, Arousal, and Modality
The exploratory analysis of differences between valence and arousal correlates, yielded by
repeated-measures ANOVA with the factors of emotion (the different valence and arousal
levels, respectively) and modality, indicated that information about the affective state can
also be found in several other frequency bands than alpha. Due to the multi-comparison
approach adopted for the exploratory analysis, the reliability of the observed effects is
limited2 . For the discussion, we take the findings at face value, but note that the effects
2 Uni- and multivariate statistics are possible features selection strategies applied in the context of affect
detection from physiological signals [Kim and André, 2008; Chanel et al., 2011], and in that sense it is interesting
to see which frequency-electrode pairs would be selected as possible features and consequently which potential
processes would be involved in the detection of affect. The exploratory analysis is necessary, as in contrast
to the clear hypothesis presented for modality-specific effects of affective stimulation, the wealth of different
findings for the general effects of affect induction in the frequency domain precludes concise expectations in
Section 4.4 – Discussion: Context-specific and General Correlates |
need validation in further studies.
The found main effects of valence and arousal support the suitability of these frequency
ranges for the use as indicators for the discrimination of positive and negative valence and
of low and high arousal, respectively. Below, we will discuss the correlates with regard to
the possible underlying mechanisms and functions.
Furthermore, the main effects of modality found for some frequency bands are discussed, as they indicate high variability within these bands that might be problematic for
their use for affective BCIs. Interestingly, no interaction effects between modality and
the respective affective dimensions were observed. This suggests that modality-specific
aspects of affective responses are mainly occurring during affective compared to neutral
stimulation, potentially showing the increased level of evaluation of emotionally salient
stimuli. For the contrasts of different emotion conditions, that is between negative versus
positive valence, or between low versus high arousal, such modality-specific differences
might be rather weak or absent as they occur in all conditions.
Frontal Alpha Asymmetry and Valence
An effect of valence on the asymmetry of frontal alpha power, often reported to differ
between positive and negative affect or approach versus withdrawal motivation, was not
observed in the current study. However, recent investigations have questioned the association of this indicator with the valence dimension, and strengthened its association with
motivational processes [Harmon-Jones et al., 2010]. While the dimensions of valence and
motivation were supposed to be congruent for most emotions, only differing for (negative, but approach-related) anger, Harmon-Jones et al. [2008] found that differences in
motivational strength of positive emotions were reflected in the strength of the frontal
alpha asymmetry. The imagination of positive emotions related to motivating goals led
to a stronger asymmetry compared to positive imaginations without attached goal. Accordingly, the emotional stimulation of the present study might not have induced an alpha
asymmetry, as the motivational component was missing.
High Frequency Oscillations and Valence
The exploratory analysis revealed main effects of valence in the high frequency bands:
left and right temporal beta and gamma power increased for positive relative to negative
affect. Increases of high frequency power were related to increasing valence in several
studies [Cole and Ray, 1985; Müller et al., 1999; Keil et al., 2001; Aftanas et al., 2004;
Onton and Makeig, 2009], including our own (see Chapter 3). As laid out in Section
3.4.3, these effects might be directly associated with limbic structures (e.g., amygdala)
or, indirectly, as their downstream consequences on temporal cortices. In this regard,
terms of specific frequency bands and locations. The testing of every electrode within a given frequency band
for effects of affective stimulation, however, leads to an increased probability of false rejections of the null
hypotheses. Consequently, the correction for multiple tests conducted within the frequency bands would lead to
a very conservative significance threshold [Groppe et al., 2011], which will result in no rejections for the null
hypotheses. To limit the number of false positives, we only discuss frequency bands that show effects with a
significance of p < 0.01.
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the modality-independent nature of the beta and gamma band responses observed here
suggests the involvement of processes that are general to auditory and visual emotion
induction procedures. However, also in the present study the attribution of the effects
to cortical sources is limited due to the potential contamination of high frequency power
by electromyographical activity due to facial expressions, such as smiling in response to
positive stimuli [Goncharova et al., 2003]. Though we instructed our participants to limit
their movement, especially for head and face, and removed excessive EMG artifacts by
visual inspection of the signals, some EMG activity due to involuntary facial expressions or
microexpressions might have remained in the EEG traces. Without a careful separation of
EMG and EEG components in the signal, for example by independent component analysis
[Onton and Makeig, 2009], the possibility of non-EEG correlates of affect in the EEG
spectrum cannot be excluded.
Low Frequency Oscillations and Arousal
High and low arousal were differed by frequency oscillations in the delta and theta bands.
Delta band power decreased over the right parietal regions in response to high arousing
compared to low arousing stimulation. Delta oscillations have been associated with the
workings of the motivational system, as some of its subcortical generators are part of the
brain reward system [Knyazev, 2007]. Delta power responses have been seen during the
P300 response [Schürmann et al., 2001; Baar-Eroglu et al., 2001; Polich, 2007], which
is a modality-independent response [Comercho et al., 1999; Polich, 2007] and affected
by emotional stimulation, suggests a function of delta in salience tagging. Other studies,
using visual affect induction, have reported an increase of delta power in response to
higher, versus lower, arousing stimuli [Aftanas et al., 2002; Balconi and Lucchiari, 2006;
Klados et al., 2009]. Consequently, its decrease with arousal, observed here, might be an
indicator of the higher emotional salience of low arousing stimuli. While this seems at first
counterintuitive, it might be possible that sad hospital or peaceful nature scenes, and their
auditory equivalents, have a stronger emotional impact than exciting sport scenes or cruel
violent scenes. Former low arousing stimuli might seem more “real”, or more relevant, to
the perceiver than the latter scenes, thus leading to a greater involvement. Regarding the
rather subtle effect of the arousal manipulation on subjective and physiological variables,
effects of emotional involvement could have dominated the arousal manipulation. For an
evaluation of the emotional impact of the different arousal levels, an additional assessment
of the emotional involvement of the participants, as done by Baumgartner et al. [2006a],
can be performed.
Theta band power decreased over central regions in response to high arousing compared to low arousing stimulation. Several studies reported effects of emotional arousal on
the theta band. Aftanas et al. [2002] found left anterior and bilateral posterior increases
of theta band activity in response to high compared to low arousing pictures. Balconi and
Lucchiari [2006] observed increases of frontal theta band power in response to pictures
showing emotional versus neutral faces. As theta band power has been associated with the
workings of limbic (e.g., amygdala, hippocampus) and associated structures (e.g., anterior
cingulate gyrus [Bush et al., 2000]), the theta effect suggests a difference in the emotional
Section 4.4 – Discussion: Context-specific and General Correlates |
percept and response (see Section 3.4.3). Similar to the observed effects in the delta band,
the theta increase for low versus high arousal indicates a stronger response of limbic and
paralimbic structures to low arousing stimuli.
Alpha Band Oscillations in Cognition and Affect
Despite studies reporting alpha band responses to valence manipulations [Aftanas et al.,
2004; Baumgartner et al., 2006a; Güntekin et al., 2007], no main effects of valence were
observed.
Similarly, no main effect of arousal was observed, though the alpha band is often
viewed as an inverted measure of cortical activity [Laufs et al., 2003] increased by arousing stimulation [LeDoux, 1996], reflected in a heightened sensory processing of attended
salient stimuli [Pfurtscheller and Lopes da Silva, 1999; Jensen and Mazaheri, 2010; Weisz
et al., 2011]. The above discussed alpha power effects in response to general emotional
salience (versus neutral stimulation) corroborate this role of alpha for affective stimulation. The lack of comparable alpha effects for high versus low arousing stimulation might
be due to the relatively weak arousal manipulation possible with the used IAPS and IADS
stimuli subsets. Furthermore, differences in emotional arousal during stimulation might
not per se affect the intensity of the sensory processing: low-arousing sad stimuli can carry
the same or even higher relevance to the viewer or listener as high-arousing threatening
stimuli (see the previous section for an elaboration of that idea). This might especially
be the case when the emotional stimulation is carried out in a passive setting, where the
stimuli have no immediate significance for the well-being of the participants.
The lack of general alpha band effects for valence and arousal manipulations is further
support for the strong relation of alpha band to the cognitive correlates of affective stimulation. Other studies that observed (posterior) alpha band effects in response to valence
manipulations [Baumgartner et al., 2006a; Güntekin et al., 2007] did not control for the
effects of arousal. It is possible that higher levels of arousal during negative stimulation,
might have led to a comparison of emotional states equal to the here presented analysis
of neutral versus emotional stimulation, hence showing sensory responses to emotionally
salient stimuli.
Correlates of Modality in the Frequency Domain
The exploratory analysis yielded several strong main effects of modality in diverse frequency bands. Besides the already observed influence of modality on the power in the
alpha band, discussed in Section 4.4.2, we also found marked influences of the modality
of stimulation on the delta and beta band power.
Delta power was lower for auditory compared to visual and audio-visual stimulation. A
higher delta power over occipital and parietal regions could be caused by visual potentials
(e.g., early potentials or the LPP), which are observed in response to visual stimulation
[Pfurtscheller and Lopes da Silva, 1999; Schürmann et al., 2001]. Such posterior potentials would be absent or attenuated in response to purely auditory stimulation. In response
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to affective visual stimulation, these potentials are often even increased in amplitude compared to non-affective stimulation [Olofsson et al., 2008].
Beta band power was higher for auditory, compared to visual and audio-visual, stimulation. The modality effect in the beta band over posterior and central electrodes resembled
in location and direction, increase for auditory, the alpha band responses. The functional
significance of beta oscillations, however, is to date largely unknown. One attempt of an
overarching theory of beta [Engel and Fries, 2010], suggests the signaling of a status-quo
by beta oscillations. This signaling of non-change is difficult to aline with the manipulation
of stimulation modality. Alternatively, as suggested by Mazaheri and Picton [2005], beta
band effects occurring in the presence of strong alpha band effects might be harmonies of
this prominent (visual) alpha. In our study, the comparable topography of alpha and the
weaker beta band response, are compatible with such harmonic oscillations.
Summarizing, while the above discussed general correlates of valence and arousal encourage the consideration of frequency band features for the use as neurophysiological
indicators of affect, they also hint at the intricacies of such approaches. They suggest a
complex and distributed multi-process nature of affective responses. In the following section we will defer to the potential consequences of modality-specific and general correlates
of affective processes.
4.4.4
Relevance to Affective Brain-Computer Interfaces
We have shown that, while several frequency bands respond in a modality-unspecific manner to valence and arousal manipulation, the alpha band responds differently, depending
on the sensory origin, to the affective manipulation. In line with theories of sensory processing within modality-specific regions of the brain, we believe those modality-specific
alpha band responses to be an indicator of cognitive processes (i.e., attention to emotionally salient stimuli) during the affective stimulation. This complex nature of neurophysiological responses to emotional stimulation has consequences for those trying to detect
affective user states from neurophysiological activity.
Threats for Generalizability and Specificity of Affect Sensing
The existence of modality-specific, or more general context-specific correlates of affective
responses, can have detrimental effects for the reliable detection of affective states. Firstly,
classifiers based on stimulus-specific neurophysiological responses, will be limited in their
capability to generalize to affect evoked by other stimuli. Secondly, if these responses are
of a general cognitive nature, also occurring in non-affective contexts, such classifiers are
prone to confuse purely cognitive and affective events. The nature of the neurophysiological correlates (i.e. affective or cognitive) enabling the successful detection of affective
states should be taken into account, when considering the application of such classifiers in
real-world scenarios. Otherwise, the use of context-dependent or general cognitive correlates of affect in aBCIs might lead to lacking generalization or specificity of the classifier,
Section 4.4 – Discussion: Context-specific and General Correlates |
respectively. Figure 4.11 schematically shows between which situations generalization and
specificity are compromised.
Figure 4.11: Context-specific correlates of affective responses can lead to problems for the generalization and
specificity of affective classifiers, especially if the more general correlates of affective responses
are not learned by the classifier. The arrows show which components of the auditory affective
response (center bar) generalize to the visual affective response (upper bar) and to the auditory
(and purely cognitive) attentional response (lower bar). Generalization is compromised when
the classifier learns the context-specific affective responses (e.g., fronto-central correlates of auditory affective responses), and hence is not able to recognize affective responses that occur in
a different context (e.g., visually induced affect). Specificity is compromised when the classifier detects modality-specific correlates of auditory attentional orientation, and confuses such
cognitive state as an indication for an affective response.
To deal with such context-specificity, classifiers could either be trained with protocols
that take the specific-context of the application into account, resulting in a restriction of the
classifier to that context. Alternatively, the applicability of complex induction protocols, as
the one used here, for the training of “context-independent” classifiers could be explored.
The use of separate classifiers for different sensory contexts might be a way to deal with
context-specificity of affective correlates in aBCI. This approach was used by Frantzidis
et al. [2010] for the context of user gender, for which differences in the neurophysiological
correlates of affect were also found. However, as opposed to user gender, the sensory context might not be known beforehand or change during an application. When information
about the modality of affect induction is lacking, it has to be inferred from brain-activity
itself. Then adequate context-specific affect classifiers, trained specifically on data from
either visual, auditory, or audio-visual induced affective states, can be put to use. For
example, Kim and André [2008] used a multi-level dichotomous classification scheme to
infer affective state (a quadrant on the valence-arousal plane) during music listening from
physiological sensors. First classifying the (low or high) arousal state, and then positive
or negative valence within these arousal quadrants, helped increasing the classification
performance. Similarly, first classifying induction modality and then the affective state
might be helpful in overcoming the outlined threats to classifier reliability, at least if a
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robust classifiability of the modality can be assumed. Alternatively, one might restrict the
feature selection to general, context-independent features. The invariant common spatial
patterns algorithm [Blankertz et al., 2008] enables the consideration of prior neurophysiological knowledge (in this case the increase of the parietal alpha rhythm with fatigue)
in the feature selection process. Similarly, parietal and fronto-central alpha power could
be excluded when classifying affective states in real-world contexts. However, there is a
trade-off between discarding potentially useful and potentially detrimental information.
A Chance for Origin-aware Affect Sensing
The observed modality-specific responses might be of interest in their own right: assuming
that a part of the response to affective manipulation can be attributed to the way (i.e. the
type of stimulation) emotions are evoked, it might be possible to distinguish the origin of
the affective response via neurophysiological activity. Complex induction protocols, as the
one devised here, might be used to extract correlates that indicate specific contextual factors and to train “context-aware” classification schemes. Another interesting consequence
of the presumed cognitive nature of the responses is the discrimination of the attended
modality in a general context, not restricted to affect. However, it has to be noted that
the current study made use of an elaborated preprocessing procedure, including manual
steps during artifact rejection, subtraction of pre-trial baselines to reduce variability, and
the computation of relevant contrasts from different conditions. These procedures might
be difficult to reproduce in an online system. The computation of the effects of affective
stimulation from the neutral and the emotional contrasts of a given modality seem necessary to arrive at the modality-specific effects of affect that are the basis for the recognition
of the source of the affective response. As has been shown, the physical stimulation - without any consideration of the affective connotation - has a strong effect on the alpha band.
While visual stimulation leads to a general decrease of alpha power, auditory stimulation
leads to a marked increase of alpha power. Any approach to identify the attended modality might need to remove additional variance resulting from such differences in physical,
especially visual stimulation.
Diverse Mechanisms of Affect at Work
The general correlates of valence and arousal were observed in beta and gamma, and
delta and theta frequency bands, respectively. Due to the exploratory nature of the analysis, possibly rejecting a number of null hypotheses falsely, not all effects may be taken
at face value. However, the comparison of the frequency domain effects with neuroscientific literature on affect and cognition suggested the involvement of several processes
in the affective responses measured by us: attention-like fostering of (modality-specific)
sensory processes (parietal and fronto-central alpha), relevance detection processes (delta
and theta), response integration and coordination (fronto-medial theta), and affect-related
processes in limbic or associated regions (temporal gamma). Such a multiple stage affective response, involving the prerequisites of emotional response and the actual responses,
where each stage has its respective neural correlates (i.e., scalp locations and frequency
Section 4.4 – Discussion: Context-specific and General Correlates |
responses) is also suggested by Scherer’s Component Process Model [Scherer, 2005] and
other emotion theories [LeDoux, 1996; Barrett et al., 2007].
The consequence of a distributed nature of the correlates of affect is that it is difficult to
focus on one specific frequency band for the detection of affective state. Rather, multiple
broad frequency bands respond to the manipulation of the affective state and might hence
be used for its recognition. However, as the specific functions of the involved oscillatory
responses are not fully understood, and their involvement often depends on certain contextual factors not known, it seems currently impossible to give guidelines for the selection
of specific frequency bands for the detection of valence or arousal, respectively. Furthermore, the frequency bands involved have also been reported to respond during cognitive
processes (see Section 1.5.2) and thus the existence of purely affective correlates seems
questionable. Consequently, any classifier of affect based on such frequency domain features might be susceptible to the misclassification of non-affective, purely cognitive states.
To avoid this, further potential features, for example inter-regional synchronizations, have
to be explored, and the underlying mechanisms of affective responses have to be further
illuminated.
4.4.5
Limitations and Future Directions
The presented evidence for modality-specific effects of visual, auditory, and audio-visual
affect induction have been observed in response to isolated and rather artificially combined
auditory and visual stimuli. This poses potential limitations for the ecological validity
of the results, which we will discuss here. These limitations have consequences for the
development of future studies aiming at the validation and further inquiry of the presented
findings.
Limited Ecological Validity
One limitation lies in the nature of stimuli used here, that is the use of static images and
dynamic sounds. While pictures offer all their (emotional) content at once, leaving their
detailed exploration to the viewer, sounds extend over a certain time, and identification of
the (emotional) content might require the accrual of information over this time. Though,
physiological responses of affect seem overally not affected by such differences in the
temporal stimulus dynamic [Bradley and Lang, 2000], this is not necessarily the case for
neurophysiological indicators. Furthermore, the combination of static images and dynamic
sounds is not a natural stimulation method in the sense that in real-world environments
normally visual and auditory information are of a dynamic nature.
Therefore, future studies should investigate modality-specific effects with dynamic auditory and dynamic visual stimuli. This was done by Rutkowski et al. [2011] using a data
base of emotional utterances and faces, created to test children on symptoms of autism,
but without directly comparing the two modality conditions. Alternatively, music videos
might be separated into auditory and visual counterparts. If an equal contribution of music
and video to the affective reaction can be shown via ratings and physiological responses,
they might be used in the same way as pictures and sounds were used in the current study.
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An additional advantage would be a higher ecological validity of music videos, though
emotions evoked by music might be somewhat different from utilitarian emotions evoked
by pictures of mutilations, attacks, or food.
Confounds due to Affective (In-)Congruency
Another limitation is the creation of artificial multimodal combinations of IADS and IAPS
stimuli. The restricted choice of stimuli led to partial mismatches of the content, which
might decrease protocol efficacy and induce additional processes and correlates associated
with content mismatches [Koelsch et al., 2004; Orgs et al., 2007] or multi-sensory integration [Brefczynski-Lewis et al., 2009; Schneider et al., 2008]. Regarding the processes
of multi-sensory integration, mostly enhanced behavioral and physiological responses to
congruently combined stimuli compared to the unimodal stimuli have been observed. Similar effects were shown in response to congruently combined affective stimuli (see Section
3.1.2 for a review of cross-modal and multimodal affect induction).
The results show, conveniently, that such effects are not likely to be responsible for the
effects observed in the present study, as for both modalities similar unimodal and multimodal effects on the EEG signals were found. Especially, the direct contrasts between the
visual and auditory affect support our interpretation in the context of modality-specificity.
There might nevertheless be effects of multi-sensory integration, especially when considering the differences between the unimodal appropriate and the respective multimodal
affective response (see Figure 4.4). For example, the decrease of parietal alpha power during visually-induced affect is smaller than during multimodally-induced affect. However,
since we did not see a significant difference between appropriate unimodal and multimodal affect at paα or f cα , these effects of multisensory integration seem rather weak.
Nevertheless, to completely exclude confounds due to artificial and hence incongruent
stimuli, visual and auditory parts from a naturally occurring multimodal stimulus can be
used. Faces with accompanying vocal stimulation are one possibility (e.g., [Spreckelmeyer
et al., 2006; Rutkowski et al., 2011]). However, this limits the results of these studies for
multimodal affective processing. Alternatively, visual and auditory parts of music videos
or film sequences that carry the same affective information might be separated to study
their respective effects.
Cross-modal Spreading of Attention
A further limitation of the present study that warrants validation of the modality-specific
effects for real-world applications is the potential spreading of attention from one objectfeature to another. Such cross-modal transfers of attention have often been observed for
spatial attention: auditory attended locations also lead to attention-related increases for
the visual modality and vice versa [Driver and Spence, 1998]. There is evidence that
spreading of attention can also happen independent of the spatial location, but dependent
on the attended feature in one modality being part of an object. Consequently, all features
of the object receive increased processing [Busse et al., 2005], potentially leading to a
spread of alpha desynchronization to other sensory cortices.
Section 4.5 – Conclusion |
To inquire the persistence of the observed modality-specific effects of affective manipulation during simultaneous audiovisual stimulation, multimodal stimuli should be constructed that allow the manipulation of affect in one modality. In Mühl and Heylen [2009],
we conducted a small-sample pilot study using the IAPS and IADS stimuli sets to combine
neutral stimuli in one modality with affective stimuli in the other modality. However,
the analysis of the subjective ratings indicated the limitation of such a modality-specific
manipulation of affect: many stimuli yielded inconsistent effects and about 20% of the
affective stimuli failed to induce emotional responses.
Besides using multimodal stimuli that naturally come with the affective content in
one of the two modalities, whose collection and evaluation might be a great challenge,
the above just described approach might be elaborated, for example by restraining the
processing to the affect-carrying modality. In addition to the bottom-up manipulation
of modality-specific affect origin, a top-down manipulation of attention, for example by
instructions to evaluate only one modality, could be used. This approach was chosen by
Spreckelmeyer et al. [2006] and indeed yielded different processing loci for visual and
auditory attended affective stimuli.
4.5
Conclusion
The present study, aimed at the creation and validation of an affect induction protocol
that allows to separate affective responses induced by different stimulus modalities into
modality-specific and general neurophysiological correlates of the affective response. Subjective ratings and electrocardiographical data validated the protocol’s efficacy, and neurophysiological measurements delivered evidence for the hypothesized modality-specific
correlates of affective responses.
Taken together, we have shown that neurophysiological correlates of affective responses
measured by EEG alpha band power are partially modality-specific: they differ in a systematic way between visual, auditory, and audio-visual stimulation. Visual processes are
mainly reflected over parietal regions, while auditory processes are reflected over frontocentral regions.
Furthermore, we observed general effects of valence in beta and gamma bands, and
general effects of arousal in delta and theta bands. The occurrence of modality-unspecific
correlates of affect in several frequency bands indicates the involvement of multiple processes (e.g., significance detection, response synchronization, attention) and structures in
the affective response. On the one hand, the general correlates of affect are a promising
basis for neurophysiology-based affect detection. On the other hand, they also hint at
the complexity of affective responses, which also in the case of general correlates are not
necessarily of an exclusively affective nature.
The observed modality-specific and potentially cognitive responses to affective stimulation, pose problems for the generalization and specificity of affect classifiers relying on
such correlates instead of more general correlates of affect. However, they also imply the
possibility to detect the modality, visual or auditory or combined, through which the affective response was elicited. This would make affective BCIs a unique sensor modality
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for the detection of emotional responses and the context in which they appear. Further
studies on context-specific correlates of affect are necessary to work toward robust aBCIs,
and toward the exploitation of the context-specificity of neurophysiological responses.
Chapter 5
Conclusion
The present work addressed three different, but interrelated issues that are relevant for
the work toward affect sensing in the context of human-media interaction, that can be
summarized in the following questions:
• Study 1 (Chapter 2): Can a literature-based neurophysiological indicator of relaxation, parietal alpha power, be used as additional control modality in playful humancomputer interaction? What are the critical factors of such a transfer from literature
to application?
• Study 2 (Chapter 3): Can music clips be used to induce affect? What are the neurophysiological correlates of such multi modally induced affective responses?
• Study 3 (Chapter 4): Can a multimodal affect induction protocol be used to separate
modality-specific and general correlates of affect? What are the consequences of
context-specific affective responses?
In this chapter we will shortly review the results obtained from the conducted studies,
discuss the consequences and remaining issues that research toward affective BCI has to
address in the future, and outline the contributions, or take-home messages, of the present
work for the field of aBCI.
5.1
5.1.1
Synopsis
Evaluating Affective Interaction
In Chapter 2 we built a game that enabled the user to control an aspect of a game, opponent speed (i.e., game difficulty), with his affective state as measured by its neurophysiological indicator, parietal alpha band power. High parietal alpha power has been associated with a state of relaxation in several studies and has been used for aBCI game control
before. Different from existing approaches, the main part of our game was controlled
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using conventional keyboard input for movement and scoring, as we were interested in
exploring the use of a neurophysiological indicator of affect in a normal gaming scenario.
To evaluate this hybrid aBCI game, we manipulated the alpha feedback, and thereby
the user’s control over the neurophysiological indicator of affect, by replacing it with
quasi-random feedback. We predicted differences in users’ game experience (e.g., control, tension) and physiological indicators (heart rate and alpha power). Unexpectedly,
the feedback manipulation did not cause any effects of subjective or objective indicators.
Despite the discouraging result, the study yielded insight into issues that might have
led to the inefficacy of the affective control, and that are, hence, important when implementing aBCI applications. The failure to find effects of the manipulation of aBCI control
on subjective and objective indicators of the affect can be attributed to three issues:
1. The reliability of the affect indicator we identified from the literature did not suffice
for the application in a complex scenario. The affective indicator used in the game, posterior alpha activity, was associated with a state of relaxed wakefulness by several studies
conducted in a neurofeedback or neuroscience context. The context of these experiments
and the chosen application scenario are markedly different. In the original studies, participants were only given the task to relax, they were not engaged in any activity. In our
study, participants had to absolve a visually intense computer game, which is an active
task that requires not only mental activity, but also movement of the eyes to spot and follow opponents and of the hands to control the avatar. The additional processes involved
due to movement, visual perception, focusing of attention – all activities that have found
to influence alpha band power over parietal and central regions [Pfurtscheller and Lopes
da Silva, 1999] – might have had a strong effect on the neurophysiological indicator used.
The additional variance in the alpha band would have led to a decrease of the variance
explained by arousal, attenuating the relationship between relaxation and its indicator.
2. To make use of the additional modality of “relaxation”, the participants had to selfinduce a state of relaxation, which might be difficult if they were already highly relaxed.
We tried to counteract such a possible floor effect by the introduction of a highly difficult
game level. The increase of difficulty did indeed lead to higher tension in addition to that
generally induced by such a stressor as a computer game. However, the higher difficulty
levels did also not lead to an effect of affective control. Neurofeedback studies, which
have followed the same principle of enabling control over a neural indicator (mostly not
directly associated with a specific mental state, but an abnormal neural quantity that is to
be changed to normal), make use of multiple sessions to enable the participants to learn
the control over the indicator. Similarly, training the users to achieve a better control over
their affective state could be helpful in the acquisition of the skill of mental and bodily
relaxation during a complex computer game.
3. The feedback saliency, the clarity of the effect that relaxation has on the game
dynamic, is another possible factor that led to the lack of effects of the feedback manipulation. The feedback saliency is directly associated with the mapping of affect to game, and
Chapter 5 – Conclusion |
crucial for the assessment of the efficacy of the aBCI control using feedback, and hence
control, manipulation. We visualized the relaxation state of the user implicitly, by opponent speed, and explicitly, as bar heights on the top of the screen. The temporal fidelity, the
integration time of the neurophysiological indicator of affect is another factor that might
influence the strength of the perceived relation between relaxation and game. Finally, the
artifacts that were introduced by movements in the context of game play, muscle tension,
hand and eye movements, are a further source that has an influence on the EEG.
Summarizing, the use of the literature to identify indicators of affect for the application
in real-world scenarios or computer games is limited by the difference of the environments
of controlled and restrictive laboratory study and the application scenario. For example,
co-activations that are specific to the environment of application might have negative effects on the indicator reliability. Similarly, self-induced affective states might be difficult to
produce in a complex environment. These issues make a validation of the approach necessary - but several factors have to be taken into account: feedback saliency, skill acquisition
time.
5.1.2
Inducing Affect by Music Videos
Effective affect induction methods are a prerequisite for the exploration of the neurophysiological correlates of affective responses. To study affective responses in the context of
human-media interaction, we proposed and evaluated an affect induction protocol which
uses multimodal, musical stimuli, music videos, to induce different affective states (Chapter 3). We chose ten out of forty stimuli for each quadrant of the valence-arousal plane,
based on their efficacy to induce strong subjective responses in an online study. Half of the
chosen stimuli were identified via their affective tags in the social music platform last.fm.
The validity of the affect induction procedure, its capability to manipulate the affective
state of the participants along the dimensions of valence and arousal, was supported by
the expected differences we found for the subjective experience and the physiological
responses of the participants.
The exploratory correlation analysis of the neurophysiological responses to the affective stimulation delivered further evidence for the validity of the induction procedure.
Especially, strong responses for valence in the theta, beta and gamma range were in accordance with the literature. The arousal manipulation, however, did not deliver significant
overall effects, though trends toward significance were found for theta and beta bands,
and an expected negative correlation with the alpha band was present for some electrodes.
The participants’ general preference for specific music pieces was, as expected from high
correlations with valence ratings, correlated with partially the same frequency bands as
the valence ratings, namely beta and gamma.
Furthermore, we found order effects on all frequency bands and explored the influence
of a baselining-approach. The computation of responses relative to a pre-trial baseline had
an influence on the correlations, leading to a different pattern of results for all ratings.
Therefore, we conclude that order effects are an issue for experiments that induce affective
states and consequently for affective BCIs, especially when subjective ratings are used as
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a ground truth. However, baselining-approaches might also remove genuine correlates of
affect, namely such pre-stimulus activity that partially determines the emotional response.
The suggested and validated affect induction procedure offers a way to extract a large
number of stimuli from the internet, using the rich repository of tagged multimedia platform content. Thereby a large number of multimodal stimuli, specifically produced to
induce affect, can be identified and acquired in a relatively short time. These stimuli are
consumed on a daily basis by large parts of the normal population and therefor a guarantee for the ecological validity of the stimulation. Physiological studies suggest that the
emotional responses are comparable to non-musically induced emotional responses. However, how general or context-specific the musically induced neurophysiological responses
are has yet to be explored. Are the correlates observed also valid in other contexts than in
passive music consumption?
We pointed out some limitations of the current study, specifically of the affect induction
by music videos, which have to be resolved in future studies: only modest valence experience for low arousing emotions, a covariation of familiarity with the subjective ratings of
affect, and a potential influence of stimulus features on the neurophysiological correlates.
We propose a further investigation of the advantages of a subject-specific selection of clips,
to yield more extreme valence experiences for low arousing emotions and to avoid confounds by familiarity. Also the combination of musical and an additional affect induction
procedure, for example the instruction to imagine the emotion that is to be induced by the
clip, might lead to stronger emotional responses.
Summarizing, music videos are a viable method to manipulate the affective state of
a user along the dimensions of valence and arousal. Furthermore, the large repository
of affectively annotated content in social media websites offers a convenient method to
preselect stimuli for the creation of novel stimulus sets using rich and natural media.
5.1.3
Dissecting Affective Responses
Appraisal theories of emotion suggest the co-occurence of a number of processes involved
in the processing of emotional stimuli. This leads to a compound response, consisting of
the responses of different affective and affect-related neural subsystems, that is observed
during affect induction procedures. Specifically, in addition to general core affective processes, sensory processes that are related to the stimulus evaluation can be expected.
In Chapter 4, we aimed at the creation and validation of an affect induction protocol that would allow the separation of affective responses induced by different stimulus
modalities, into modality-specific and more general neurophysiological correlates of the
affective response.
Subjective ratings and electrocardiographical responses validated the protocol’s efficacy to induce affective states differing along the dimensions of valence and arousal.
The neurophysiological measurements delivered evidence for the hypothesized modalityspecific correlates of affective responses. Specifically, alpha band power over “visual”
parietal regions decreased in response to visual affective stimulation, and increased in
response to auditory affective stimulation. The opposite response pattern was observed
for alpha band power over “auditory” front-central regions. For combined, audiovisual
Chapter 5 – Conclusion |
affective stimulation, a decrease over both regions was found. These responses are in line
with theories postulating a role of alpha oscillations in sensory processes, such as attentional orientation, and are therefore likely to be of an affect-related, but general cognitive
nature.
Exploring the more general correlates of the affective response, we found several frequency bands that responded to valence and arousal manipulations. Low and high valence
were differentiated by beta and gamma frequency bands. Low and high arousal were differentiated by delta and theta frequency bands. Literature on affective responses in the
frequency domain related these to different processes and structures that are involved
in affective responses (e.g., significance detection, attention, response synchronization).
These general correlates might therefore represent a promising basis for the detection of
affective states. However, they also indicate that affective responses are of a complex
nature, involving processes and mechanisms that are not necessarily of an exclusively affective nature.
The complexity of affective responses, involving a number of processes which are partially specific to the circumstances of the affect elicitation or of a general cognitive nature,
has implications for the implementation of aBCIs. The observed modality-specific, potentially cognitive responses to affective stimulation, pose problems for the generalization and
specificity of affect classifiers relying on such correlates instead of more general correlates
of affect. However, they also imply the possibility to detect the modality, visual or auditory
or combined, through which the affective response was elicited. This would make affective
BCIs a unique sensor modality for the detection of emotional responses and the context
in which they appear. Further studies on context-specific correlates of affect are necessary to work toward robust aBCIs, and toward the exploitation of the context-specificity of
neurophysiological responses.
Summarizing, the devised affect induction protocol is able to manipulate the affective
state with auditory, visual, and audiovisual stimuli. The observed neurophysiological correlates of affective responses measured by EEG alpha band power are partially modalityspecific: they differ in a systematic way between visual, auditory, and audio-visual stimulation. Visual processes are mainly reflected over parietal regions, while auditory processes
are reflected over fronto-central regions. In addition, more general correlates of the affective response were found. Such affect induction protocols can be used to collect data for
the training of context-independent or even context-aware aBCIs.
5.2
Remaining Issues and Future Directions
We found that affective responses are accompanied by complex patterns of neurophysiological activity in the frequency domain. Already the literature on the neurophysiology of
affect is characterized by a multitude of non-overlapping or even contradictory findings,
which hints at the many factors that influence the characteristics of affective responses and
their respective neurophysiological correlates. This is also suggested by the differences
in neurophysiological responses observed between the two multimodal affect induction
studies we conducted, and more directly by the observed modality-specificity of affective
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responses to visual and auditory stimuli.
Furthermore, the application of an indicator of affect to control parts of the game
dynamic in a computer game failed, despite being based on a number of studies showing
the efficacy of the used indicator. We identified several possible sources of the failure of
our approach, one being the compromised reliability of an indicator of the affective state
in a complex HCI environment. The generalization from well-controlled and restricted
laboratory studies to environments that require many complex mental processes is a key
point for the successful transfer of literature knowledge to praxis.
This leads to consequences for the successful implementation of aBCIs, and for the
development of future generations of more powerful BCIs. Firstly, the mechanisms and
correlates of affect, and specifically the contextual factors that partially determine the
correlates of affective states, have to be understood to develop reliable aBCIs. Secondly,
the rich information that the human brain holds about the context of a given affective
response might be exploited for affect recognition. Thirdly, the affect induction protocol
used to train affective BCIs should be oriented at the specific application context that the
aBCI will work in, so that confounds due to differing affective mechanisms and cognitive
co-activations can be avoided. Below we will further develop these notions.
5.2.1
Mechanisms and Correlates of Affective Responses
As formulated by Phelps [2006], it is “apparent that much like the study of cognition divided functions into different domains, such as memory, attention, and reasoning, the concept of emotion has a structural architecture that may be similarly diverse and complex”.
This complexity of affective responses is formulated and predicted by appraisal theories
of emotion [Sander et al., 2005; Barrett et al., 2007]. Consequently, what is observed in
response to an emotional stimulus event can be described as a compound response, consisting of the combined responses of the relevant neural subsystems directly or indirectly
involved in the processing of the emotional event. This is especially relevant for studies
that make use of EEG measures, as these are notorious for their low spatial resolution,
making the identification of specific subprocesses difficult.
Our own studies have shown that no single frequency band and location differs between affective states. Rather, we found different frequency ranges responding to valence,
for example theta, beta, and gamma bands, and to arousal, for example delta and theta
bands (see Chapter 3 and 4). The literature on functional correlates of these oscillations
to affective or cognitive processes is vast and not conclusive. Especially, the difficulty to
associate EEG frequency responses with their sources, subcortical, cortical, or muscular,
impedes the clear attribution of neural structures and a better interpretation with regard
to the underlying mental processes responsible for them.
Furthermore, depending on the specific context in which the affective response is
elicited and observed, specific subsystems might respond differently. For example, affective responses to visual stimulus events can be differentiated from affective responses
to auditory stimulus events, presumably based on the activation of the respective sensory
cortices (see Chapter 4).
Chapter 5 – Conclusion |
This complexity of the neural processes associated with affective responses can be considered as curse and blessing at the same time. While it makes the identification of the
core affective components of the neural responses extremely difficult, it also opens up new
possibilities for the identification of the circumstances of affective responses based on their
neural pattern.
Consequently, it is important to explore and identify the “atoms” of affective responses,
and their respective neurophysiological correlates. Appraisal theories, for example the
Component Process Model [Sander et al., 2005], can give guidance of which mechanisms
and subprocesses are involved in the overall affective responses. Researchers that aim
at the identification of affective states might profit from a dissection of the expected responses in terms of the mechanisms (e.g., core affective processes, sensory orientation,
behavior planning) involved, and their respective neural correlates. While this endeavor
seems not the core interest of aBCI research, we argue that it is of prime importance for
the development of reliable affect classification, especially in the context of the complex
processes that occur during human-media interaction. In that sense, the goals of more
traditional emotion research and the aBCI community overlap, and a joint effort to understand the mechanism and correlates of affective responses seems imperative.
In Chapter 4, we devised a multimodal affect induction protocol, to identify contextspecific correlates of the affective response. This is a first step in delineating the mechanisms of affect that occur in complex multimodal environments. We were able to associate
emotional responses in the alpha band with modality-specific, auditory and visual processes, that are potentially of a general cognitive nature similar to attentional responses.
Such affect induction procedures not only separate context-specific from more general
correlates of the affective response, they can also be used for the selection of features and
the training of affect classifiers that are either “blind” to contextual factors or that even
allow a context-sensitive classification of affective responses. Classifiers that are able to
discriminate between core and context-specific correlates would lead to improvements of
the performance of affect detection approaches. We will elaborate this argument further
in Section 5.2.2.
Another way to increase the reliability of aBCI approaches is the exploration of further
methods and measurements to decipher the complex processes that establish and accompany affective responses. As alternative or in addition to the here studied frequency domain features, neural source localization of different components of the affective response
[Onton and Makeig, 2009], connectivity changes between brain regions accompanying affective responses [Miskovic and Schmidt, 2010], or the development of neural signatures
of affective processes over time can be explored. Concerning the latter temporal unfolding of affective processes, Scherer’s Component Process Model, postulates a development
of the affect-related processes over time [Sander et al., 2005]. An emotional stimulus
undergoes a series of “checks” that successively evaluate its relevance according to factors such as novelty, intrinsic pleasantness, goal conduciveness. Grandjean et al. [2008]
have found evidences for this temporal structure over time in the frequency bands, though
the existence of a clear (and applicable) chronometry of their occurrence has still to be
determined. Rudrauf et al. [2009] also showed a complex development of neurophysiological responses to affective pictures. Similarly, for the processing of emotional facial
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expressions, evidence for several stages of information elaboration was found in the EEG
[Balconi and Pozzoli, 2009]. Future research can explore the neural sources of affective
and affect-related cognitive processes, the cross-talk between them, and their development over time to further refine the classification of affect, and disambiguate affective and
cognitive processes.
Alternatively, other physiological measures can be used to increase the classification
accuracy. Electrophysiological measurements that can be obtained with EEG devices are
limited in spatial resolution and in terms of the structures that can be assessed in terms
of their activity. Besides exploring the possibilities that EEG offers for the detection of affect and its contextual factors, the fusion of EEG with measurements obtained from other
sensor modalities, for example activations of the autonomous or somatic nervous systems,
has to be explored. Our own studies have shown that physiological sensors, measuring
heart rate, muscle tension, and electrodermal activity, respond to affective stimulation in
the context of human-media interaction. Chanel et al. [2005] reported an increase for
the performance of arousal detection, when incorporating physiological sensors in addition to EEG frequency domain features. Though, they might be similarly susceptible to
contextual factors (see for example [Stemmler et al., 2001]), in unison with EEG, physiological sensors could lead to a more reliable affect recognition. Such “hybrid BCI” systems
[Pfurtscheller et al., 2010], might be the next step on the way toward the automatic detection of affect. Thereby, the complexity of neurophysiological activity could prove to be
a valuable asset for the identification of the circumstances of the affective response.
5.2.2
Context-specific correlates of affect
We have observed context-specific correlates of affect in response to different affect induction modalities. These effects are likely to be of a rather general cognitive nature as
observed during any episodes of increased sensory processing, as for example the case
when attending a stimulus in a specific modality.
We have discussed theoretical threats for generalization and specificity of affect classifiers that are trained using data collected during unimodal affective stimulation (see
Chapter 4). However, as we did not attempt the classification of affective responses based
on their neurophysiological correlates, the practical impact of such context-specific correlates has to be determined. More generally and in the sense of the previous section, the
dependence of affective responses on contextual factors should be determined, including
for example also correlates of behavior planning in more active aBCI scenarios.
On a more positive note, future studies should evaluate the viability of the classification of context-dependent correlates, as they may provide a rich description of the circumstances a given affective response was observed in. An example is, of course, the determination of the origin of affective events in multimodal settings where such knowledge
can be used for implicit tagging approaches. These try to predict the affective responses
of consumers to the content of media that they are exposed to, for example music videos
or films. Knowing, whether the user response was elicited by a particular auditory event
(for example a song fragment) or a visual event (an aesthetically beautiful view or well
photographed scene) can enrich the informativeness and quality of the affective tags at-
Chapter 5 – Conclusion |
tached to the multimedia content. Later on, when the tags are used by a recommendation
system to suggest media that fits a certain affective criteria, additional information about
the visual or auditory nature of the media can help to extract media better suited to serve
the wishes of the user.
Due to the specific design of our affect induction procedure, however, it is not possible to determine, whether such modality-specific differences in the affective response can
also be observed in real-world settings. There is a defining difference between our study
and potential application scenarios. Whereas we used isolated unimodal visual and auditory affective stimulation to study the different affective responses, real-world settings are
mostly characterized by the simultaneous experience of visual and auditory stimuli. Due
to the cross-modal transfer of attentional effects [Driver and Spence, 1998], the modalityspecific responses might be less distinct. This could be tested using a simultaneous visual
and auditory stimulation, manipulating only the origin of the affective information, as
attempted by Spreckelmeyer et al. [2006].
Below, we will further discuss this issue, the ecological validity of affect induction
protocols, that is the capability to generalize effects from well-controlled and restricted
experiments to their application in complex environments of human-media interaction.
5.2.3
Affect Induction and Validation in the Context of HMI
A further consequence of the complexity of affective responses is the difficulty of simply
implementing indicators of affective user states that were identified from literature. In
our first study, we evaluated the use of an indicator of the affective user state of relaxation, posterior alpha power, for the control in a computer game. The manipulation of
the controllability of the game by user-induced states did not affect user experience or
physiological measures, despite several studies reporting the association of posterior alpha power with a relaxed state of mind (see Chapter 2). A major issue for the application
of affect indicators in human-computer interaction is the reliability of the used indicator
of affect under the complex conditions that are present during normal human-computer
interaction.
Most research that is conducted in the fields of psychophysiology and especially in the
neurosciences is carried out in the form of well-controlled and restricted laboratory experiments. The experiment protocols are optimized to observe the effects that are of relevance
for the research questions at hand. Participants are given a simple task, instructed not
to move, and the influence of additional factors is minimized. These conditions are very
different from what can be observed during human-computer interaction. Here the users
are carrying out quite complex tasks, maybe even several tasks simultaneously. They are
allowed and have to move, while they are perceiving a constantly changing environment,
as is for example the case in a computer game.
These differences between more traditional laboratory research and research carried
out in complex human-computer interaction environments might be a problem for the
generalization of observed effects from one environment to the other. Picard et al. [2001]
refer to one of the factors that should be taken into account when designing experiments
for the study of the relationship between physiological measurements and affective states
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| Chapter 5 – Conclusion
as “Lab setting versus real-world”. In the face of the complexity of emotional responses,
especially those that are measured in terms of neural activity, this factor seems to us of
prime importance. For aBCI applications, it directly pertains to the ecological validity of
the indicator, its generalization from the study that associated it with a certain affective
state to a context in which it is applied. The changed circumstances, including additional
mental processes and different contextual factors, might lead to severe changes of the
correspondence between indicator and state. An example for such “unreliable” correlates
are the modality-specific affective responses reported in Chapter 4. While parietal alpha
power is decreasing with visual emotional stimulation, it increases with auditory emotional stimulation. On the other hand, effects that are found to be statistically significant
in traditional laboratory studies, for example the relation of posterior alpha power with
relaxation, might not be strong enough, and hence significantly related to a state of relaxation in applied aBCI scenarios. Especially, additional variance due to the complex visual
stimulation (as found in Chapter 4) might conceal the relationship between alpha activity
and relaxation.
Consequently, researchers that aim at the development of aBCI approaches have to
take into account the context in which a given indicator of affect is supposed to work.
That entails two implications for affect induction and indicator validation in applied and
active (using self-induced affect) aBCI settings. Firstly, the reliability of literature-based
indicators of affect for aBCI has to be critically evaluated in the application environment.
We devised one possible validation scheme, a double-blind study manipulating the controllability of the affective control, and formulated expectations for subjective and objective
measures of the user experience. Other validation schemes are possible. Especially, when
the user has to self-induce different affective states to control the application, these can
be directly compared to each other, also in terms of consequent changes in subjective and
objective measures. The advantage of such validation methodologies is, that not only the
reliability of the indicators of affect can be assessed, but also the users capacity to manipulate their affective states during human-computer interaction. Furthermore, the adequacy
of the feedback conditions can be evaluated and adjusted (see Chapter 2 for some considerations pertaining the feedback saliency). The disadvantage, however, is the laborious
evaluation of alternative indicators, and the factors that might influence their reliability.
Alternatively, correlates of the relevant affective states can be induced and identified
in the environment where they will later be applied. For example, in the case of relaxation
as an auxiliary control modality during normal human-computer interaction, participants
can be asked to relax in one condition, while playing normally in the other. To encourage
relaxation, other affect induction procedures might be used prior to the relaxation condition, for example using relaxing music videos or nature scenes. Care should be given to
the more specific effects of such priming methods. It is important that the correlates are
not specific to the prior affect induction, and that the affective state can also be attained
by the user without such stimulation procedures.
On a more general note, any affect induction protocol that aims at the collection of
data for the training of affective classifiers, used in passive and active aBCI paradigms,
has to be designed to ensure the ecological validity of the inferences, their generalization
to the context of use. In that regard, the induction of affect with music videos explored
Chapter 5 – Conclusion |
in Chapter 3 is one possible approach to identify the correlates of emotional responses in
complex, multimodal environments. Other scenarios of aBCI use, require different affect
induction procedures that specifically reflect the situation at the time of intended use.
Recent examples of such protocols from the human-computer interaction domain include
the induction of frustration during game play [Reuderink et al., 2009, 2013], and the
induction of different levels of engagement during game play [Chanel et al., 2011]. Both
studies have evaluated the correlates of the respective affective states, and were partially
able to relate them to the literature on affective and cognitive processes expected in these
specific contexts.
5.3
Contributions
Our studies covered a number of different, but interrelated questions. Below, we will
shortly capture the contributions we have made to the emerging field of affective braincomputer interfaces.
• The application of neurophysiological correlates of affect for active human-computer
interaction needs the validation in the context of the application. We outlined 3 factors that seem essential to us for the successful transfer of literature-based indicators
to praxis: reliability of the indicator in the HCI scenario, capability of users to learn
to induce the affective state in that context, and saliency of the indicator feedback.
• We devised and validated two multimodal affect induction procedures for the exploration of correlates of affect and for the collection of training material for aBCI in
the context of human-media interaction.
• We found that neurophysiological activity is informative about the affective state, as
determined by valence and arousal experience, of the user in such multimodal stimulation contexts. Valence and arousal manipulations were associated with diverse
frequency bands. Similarly, user preference, a personal aesthetic judgement for a
given stimulus, is accompanied by responses in the frequency bands that might be
used for implicit tagging of media content.
• We showed that context-specific cognitive co-activations in response to affective
stimulation can be separated from more general correlates of affect. The devised
induction protocol can be used to collect data for aBCIs that focus on general correlates to avoid problems of specificity and generalization of context-specific correlates.
On the other hand, the data can be used to train context-sensitive classifiers that are
able to identify the source of the affective response.
• The observed responses in the different frequency bands, and their presumably associated processes as identified from the literature, indicate the complexity of affective
responses, as predicted by appraisal theories. For reliable affect estimation from
brain activity an understanding of the different mechanisms and processes involved
in affective responses and their neural correlates is necessary.
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| Chapter 5 – Conclusion
• We argued that due to the complexity and context-specificity of affective responses,
affect induction paradigms that aim at the collection of data for the training of classifiers for aBCI applications should be as similar as possible to the intended context
of the later application scenario. This would minimize the risk of detrimental effects
due to differing context-dependent affective responses.
• We published a database [Koelstra et al., 2012] consisting of behavioral, physiological, and neurophysiological measurements from 32 participants during music videobased affect induction. This data can be used to explore the suitability of alternative
methods and features, for example neural source localization, inter-regional connectivity.
Concluding, affective brain-computer interfaces are a fascinating mixture of diverse
fields of research. They combine the intriguing and complex nature of the human emotions, the exploration of their neurophysiological basis, and the endeavor to decipher them
algorithmically. In the present work, we focused on the correlates of affective states, exploring the conditions and limitations under which they occur and might be used. Clearly,
this is just a small, though important, aspect of the work necessary toward affective braincomputer interfaces. The brain offers a great source of information on the user state
in general, and future research on the border between psychology, affective neuroscience,
and computer science is prone to elucidate not only the use of the brain for user interfaces,
but also holds the promise to shed light on the working of the human mind.
Appendix A
Suplementary Material Chapter 3
130
| Chapter A – Suplementary Material Chapter 3
Correlations between Frequency Bands and Valence
Table A.1: The correlation coefficients (ρ) and significances (p-value) of the correlations between the singleelectrode (E) frequency band power and the valence ratings of all participants. Significant correlations (p < 0.05) are highlighted for all frequency bands (also those not significant in the general
correlation analysis).
E
Fp1
AF3
F7
F3
FC1
FC5
T7
C3
CP1
CP5
P7
P3
Pz
PO3
O1
Oz
O2
PO4
P4
P8
CP6
CP2
C4
T8
FC6
FC2
F4
F8
AF4
Fp2
Fz
Cz
θ
α
low γ
β
high γ
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
0.10
0.08
0.08
0.09
0.06
0.04
0.04
0.06
0.07
0.03
0.09
0.08
0.10
0.11
0.14
0.19
0.17
0.12
0.14
0.13
0.05
0.07
0.04
0.07
0.06
0.08
0.11
0.08
0.06
0.12
0.10
0.09
0.002
0.006
0.004
0.003
0.039
0.174
0.123
0.049
0.014
0.322
0.003
0.007
< 0.001
< 0.001
< 0.001
< 0.001
< 0.001
< 0.001
< 0.001
< 0.001
0.117
0.011
0.158
0.028
0.029
0.007
< 0.001
0.009
0.049
< 0.001
< 0.001
0.004
0.06
0.05
0.05
0.03
0.02
0.015
0.016
0.01
0.01
0.022
0.01
0.02
0.02
0.03
0.03
0.06
0.06
0.06
0.07
0.04
0.01
0.01
0.02
0.02
0.02
0.03
0.06
0.04
0.04
0.05
0.04
0.04
0.034
0.07
0.101
0.294
0.468
0.6
0.577
0.734
0.764
0.439
0.669
0.578
0.591
0.337
0.259
0.03
0.042
0.046
0.01
0.205
0.713
0.822
0.611
0.575
0.585
0.384
0.033
0.18
0.158
0.074
0.129
0.128
0.01
-0.03
0.04
-0.03
-0.05
0.09
0.12
0.04
0.03
0.06
0.02
0.02
0.01
0.02
0.03
0.06
0.03
0.01
0.02
0.04
0.03
0.04
0.07
0.09
0.08
-0.02
-0.02
0.11
-0.08
-0.03
-0.05
-0.01
0.713
0.279
0.201
0.327
0.085
0.002
< 0.001
0.138
0.389
0.031
0.482
0.433
0.745
0.622
0.263
0.068
0.265
0.875
0.585
0.203
0.271
0.233
0.024
0.003
0.01
0.598
0.543
< 0.001
0.007
0.309
0.091
0.748
0.01
-0.02
0.07
0.01
0.06
0.09
0.10
0.09
0.10
0.10
0.08
0.09
0.09
0.05
0.06
0.07
0.03
0.06
0.09
0.10
0.09
0.08
0.11
0.08
0.13
0.12
0.04
0.11
0.01
-0.02
-0.03
0.08
0.639
0.55
0.017
0.874
0.044
0.001
0.001
0.002
0.001
0.001
0.008
0.004
0.002
0.089
0.053
0.028
0.306
0.03
0.003
< 0.001
0.002
0.011
< 0.001
0.006
< 0.001
< 0.001
0.218
< 0.001
0.759
0.589
0.299
0.005
-0.01
-0.01
0.07
0.03
0.08
0.11
0.13
0.11
0.08
0.11
0.08
0.08
0.09
0.05
0.03
0.06
0.05
0.06
0.09
0.08
0.08
0.10
0.13
0.12
0.14
0.09
0.07
0.11
0.01
-0.03
0.02
0.09
0.673
0.851
0.015
0.263
0.009
< 0.001
< 0.001
< 0.001
0.006
< 0.001
0.008
0.006
0.002
0.106
0.389
0.025
0.066
0.037
0.003
0.008
0.007
0.001
< 0.001
< 0.001
< 0.001
0.002
0.018
< 0.001
0.855
0.296
0.555
0.003
Chapter A – Suplementary Material Chapter 3 |
Correlations between Frequency Bands and Arousal
Table A.2: The correlation coefficients (ρ) and significances (p-value) of the correlations between the singleelectrode (E) frequency band power and the arousal ratings of all participants. Significant correlations (p < 0.05) are highlighted for all frequency bands (also those not significant in the general
correlation analysis).
E
Fp1
AF3
F7
F3
FC1
FC5
T7
C3
CP1
CP5
P7
P3
Pz
PO3
O1
Oz
O2
PO4
P4
P8
CP6
CP2
C4
T8
FC6
FC2
F4
F8
AF4
Fp2
Fz
Cz
θ
α
low γ
β
high γ
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
0.01
-0.01
-0.02
-0.02
-0.04
-0.04
-0.02
-0.03
0.01
-0.04
-0.02
0.04
0.07
0.08
0.04
0.07
0.03
0.03
0.08
-0.01
-0.03
0.02
0.01
0.03
0.01
-0.02
0.01
0.03
0.01
0.05
-0.01
0.01
0.553
0.849
0.45
0.412
0.203
0.201
0.464
0.377
0.77
0.177
0.517
0.241
0.02
0.01
0.219
0.017
0.342
0.395
0.007
0.743
0.384
0.481
0.818
0.349
0.814
0.556
0.874
0.24
0.968
0.089
0.63
0.84
-0.03
-0.04
-0.07
-0.07
-0.08
-0.07
-0.04
-0.02
-0.02
-0.04
-0.08
-0.03
-0.04
-0.05
-0.07
-0.06
-0.07
-0.06
-0.03
-0.05
-0.04
-0.03
-0.03
-0.03
-0.01
-0.09
-0.01
-0.01
-0.02
-0.02
-0.03
-0.06
0.288
0.12
0.021
0.011
0.005
0.018
0.142
0.542
0.583
0.194
0.009
0.239
0.133
0.065
0.01
0.049
0.015
0.043
0.339
0.068
0.173
0.236
0.229
0.359
0.702
0.001
0.654
0.802
0.462
0.559
0.258
0.042
-0.01
-0.05
-0.02
-0.09
-0.11
-0.02
-0.01
-0.06
-0.02
-0.03
-0.04
-0.03
-0.02
-0.03
-0.02
-0.01
-0.04
-0.05
0
-0.03
-0.07
-0.01
0.03
0.01
-0.01
-0.08
-0.04
-0.02
-0.08
-0.04
-0.03
-0.01
0.784
0.098
0.598
0.002
0.001
0.611
0.96
0.03
0.407
0.369
0.211
0.376
0.577
0.346
0.429
0.783
0.208
0.079
0.998
0.248
0.02
0.842
0.315
0.785
0.692
0.009
0.125
0.476
0.006
0.135
0.278
0.71
0.01
-0.05
0.01
-0.08
-0.05
0.02
0.03
-0.03
-0.01
0.01
-0.01
-0.01
0.01
0.02
0.02
0.01
0.01
-0.01
0.02
0.02
0.02
-0.01
0.04
0.05
0.02
-0.01
-0.02
-0.01
-0.07
-0.02
-0.06
0.02
0.962
0.103
0.659
0.008
0.069
0.527
0.411
0.273
0.675
0.896
0.867
0.873
0.88
0.435
0.434
0.956
0.821
0.802
0.499
0.373
0.55
0.635
0.17
0.116
0.582
0.826
0.476
0.714
0.023
0.442
0.039
0.618
0.01
-0.02
0.02
-0.04
0.02
0.02
0.02
0.04
0.02
0.03
0.01
0.01
0.03
0.03
0.03
0.01
0.02
0.03
0.05
0.06
0.04
0.04
0.04
0.05
0.06
0.01
-0.01
-0.01
-0.01
-0.01
-0.01
0.03
0.86
0.449
0.511
0.212
0.526
0.6
0.532
0.245
0.419
0.301
0.978
0.742
0.37
0.405
0.369
0.861
0.557
0.356
0.09
0.048
0.178
0.164
0.233
0.07
0.052
0.714
0.619
0.834
0.628
0.848
0.953
0.324
131
132
| Chapter A – Suplementary Material Chapter 3
Correlations between Frequency Bands and Preference
Table A.3: The correlation coefficients (ρ) and significances (p-value) of the correlations between the singleelectrode (E) frequency band power and the preference ratings of all participants. Significant
correlations (p < 0.05) are highlighted for all frequency bands (also those not significant in the
general correlation analysis).
E
Fp1
AF3
F7
F3
FC1
FC5
T7
C3
CP1
CP5
P7
P3
Pz
PO3
O1
Oz
O2
PO4
P4
P8
CP6
CP2
C4
T8
FC6
FC2
F4
F8
AF4
Fp2
Fz
Cz
θ
α
low γ
β
high γ
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
ρ
p-value
0.05
0.04
0.02
0.02
-0.02
-0.01
0.01
0.01
-0.01
0.01
0
0.01
0.03
0.05
0.04
0.09
0.06
0.02
0.06
0.05
-0.01
0.01
0.01
0.03
0.02
-0.02
0.03
0.03
0.01
0.06
0.03
0.02
0.118
0.165
0.577
0.531
0.575
0.734
0.615
0.959
0.942
0.83
0.986
0.643
0.24
0.072
0.207
0.002
0.049
0.421
0.051
0.084
0.607
0.863
0.635
0.327
0.391
0.446
0.302
0.25
0.654
0.053
0.305
0.553
0.03
0.02
0
0.01
0.01
-0.02
-0.02
-0.02
-0.03
-0.03
-0.03
-0.04
-0.02
-0.02
-0.03
0
-0.01
0
0.03
0.03
-0.02
-0.01
-0.01
0
0.01
-0.01
0.03
0.02
0.02
0.03
0.02
0.03
0.283
0.435
0.923
0.819
0.735
0.554
0.554
0.404
0.353
0.343
0.244
0.146
0.407
0.556
0.251
0.941
0.871
0.985
0.242
0.396
0.524
0.741
0.868
0.898
0.863
0.789
0.305
0.6
0.559
0.328
0.598
0.346
0.07
0.03
0.03
0
-0.05
0.10
0.09
0
0
0.03
0.02
-0.01
-0.01
-0.02
0
0.04
0.02
-0.03
0.02
0.05
0.02
0.03
0.05
0.06
0.06
-0.02
0.02
0.09
-0.01
0.05
-0.01
0
0.013
0.377
0.339
0.965
0.116
< 0.001
0.001
0.93
0.884
0.376
0.612
0.862
0.769
0.54
0.911
0.214
0.424
0.375
0.504
0.128
0.507
0.274
0.07
0.058
0.029
0.478
0.443
0.003
0.704
0.072
0.634
0.959
0.07
0.02
0.05
0.02
0.06
0.10
0.07
0.05
0.06
0.05
0.06
0.05
0.07
0.04
0.04
0.07
0.06
0.06
0.08
0.09
0.09
0.06
0.08
0.07
0.10
0.08
0.04
0.09
0.05
0.04
-0.01
0.08
0.012
0.52
0.085
0.445
0.036
0.001
0.025
0.092
0.051
0.077
0.064
0.076
0.027
0.206
0.205
0.015
0.039
0.065
0.009
0.002
0.003
0.031
0.006
0.021
0.001
0.005
0.159
0.003
0.108
0.197
0.651
0.009
0.06
0.05
0.04
0.03
0.08
0.10
0.08
0.05
0.05
0.05
0.05
0.04
0.04
0.04
0.02
0.05
0.07
0.06
0.07
0.10
0.08
0.09
0.09
0.10
0.11
0.09
0.06
0.08
0.08
0.04
0.07
0.10
0.032
0.073
0.201
0.246
0.003
0.001
0.008
0.068
0.069
0.088
0.11
0.201
0.135
0.161
0.511
0.104
0.014
0.058
0.013
0.002
0.008
0.003
0.003
< 0.001
< 0.001
0.004
0.065
0.009
0.011
0.186
0.013
0.001
Appendix B
Suplementary Material Chapter 4
134
| Chapter B – Suplementary Material Chapter 4
Effects of Stimulation Modality in the Delta Band
ANOVA Main Effects of Stimulation Modality
Table B.1: Main effects of modality for the significant (p < 0.05) electrodes E in the delta frequency band.
Mean and standard deviation for the visual, auditory, and audiovisual conditions, and the statistical
indicators F-value, p-value, and η p 2 .
E
O1
Oz
O2
P8
Visual
Auditory
Audiovisual
ANOVA
x̄
s
x̄
s
x̄
s
F
p-value
ηp 2
0.132
0.131
0.136
0.147
0.109
0.131
0.125
0.128
0.050
0.059
0.065
0.039
0.074
0.072
0.084
0.088
0.129
0.134
0.112
0.096
0.146
0.145
0.116
0.140
5.563
4.613
3.329
4.263
0.006
0.014
0.044
0.020
0.194
0.167
0.126
0.156
Post-hoc Ttests between Pairs of Stimulation Modalities
Table B.2: The effects of modality in the delta frequency band. T-values and significances (p-value) for the
comparisons of the effects of the different modalities: visual versus auditory (VvsA), visual versus
audiovisual (VvsAV), and audiovisual vs auditory (AVvsA).
E
O1
Oz
O2
P8
V vs A
V vs AV
AV vs A
t-value
p-value
t-value
p-value
t-value
p-value
2.774
2.078
2.596
4.447
0.011
0.048
0.016
< 0.001
0.214
0.013
0.635
1.730
0.832
0.989
0.530
0.096
2.961
2.953
3.020
3.674
0.007
0.007
0.006
0.001
Chapter B – Suplementary Material Chapter 4 |
Effects of Stimulation Modality in the Alpha Band
ANOVA Main Effects of Stimulation Modality
Table B.3: Main effects of modality for the significant (p < 0.05) electrodes E in the alpha frequency band.
Mean and standard deviation for the visual, auditory, and audiovisual conditions, and the statistical
indicators F-value, p-value, and η p 2 .
E
AF3
F7
F3
FC1
FC5
T7
C3
CP1
CP5
P7
P3
Pz
PO3
O1
O2
PO4
P4
P8
CP6
CP2
C4
T8
FC6
FC2
F4
F8
AF4
Fp2
Fz
Cz
Visual
Auditory
Audiovisual
ANOVA
x̄
s
x̄
s
x̄
s
F
p-value
ηp 2
-0.069
-0.046
-0.068
-0.054
-0.051
-0.015
-0.043
-0.070
-0.076
-0.123
-0.144
-0.086
-0.178
-0.095
-0.029
-0.129
-0.135
-0.121
-0.083
-0.081
-0.053
-0.024
-0.030
-0.060
-0.048
-0.029
-0.046
-0.067
-0.055
-0.019
0.192
0.148
0.190
0.204
0.146
0.139
0.154
0.186
0.155
0.237
0.238
0.249
0.295
0.276
0.306
0.294
0.248
0.290
0.202
0.207
0.158
0.143
0.166
0.189
0.184
0.156
0.178
0.181
0.196
0.161
0.078
0.052
0.087
0.104
0.046
0.012
0.111
0.123
0.086
0.062
0.172
0.142
0.135
0.088
0.098
0.172
0.193
0.116
0.129
0.145
0.124
0.051
0.074
0.103
0.115
0.054
0.103
0.085
0.133
0.081
0.152
0.184
0.156
0.131
0.179
0.177
0.169
0.148
0.174
0.169
0.197
0.190
0.180
0.158
0.169
0.265
0.244
0.188
0.184
0.188
0.172
0.161
0.164
0.141
0.141
0.150
0.149
0.139
0.138
0.133
-0.043
-0.088
-0.081
-0.106
-0.115
-0.104
-0.076
-0.101
-0.102
-0.195
-0.121
-0.105
-0.192
-0.133
-0.091
-0.142
-0.140
-0.189
-0.101
-0.110
-0.044
-0.065
-0.053
-0.130
-0.087
-0.059
-0.089
-0.044
-0.096
-0.109
0.189
0.171
0.205
0.246
0.192
0.169
0.247
0.261
0.223
0.288
0.254
0.238
0.332
0.325
0.285
0.261
0.265
0.310
0.227
0.199
0.179
0.178
0.167
0.202
0.205
0.196
0.197
0.181
0.229
0.222
4.303
4.489
5.721
8.116
5.063
3.688
6.532
8.537
8.294
7.842
15.644
8.847
11.502
5.824
3.287
8.112
11.193
8.928
8.701
10.567
7.363
3.394
4.382
10.899
8.599
3.385
7.731
5.660
11.549
6.163
0.019
0.016
0.006
0.001
0.010
0.032
0.003
0.001
0.001
0.001
< 0.001
0.001
0.001
0.005
0.046
0.001
0.001
0.001
0.001
0.001
0.001
0.042
0.018
0.001
0.001
0.042
0.001
0.006
0.001
0.004
0.157
0.163
0.199
0.260
0.180
0.138
0.221
0.270
0.265
0.254
0.404
0.277
0.333
0.202
0.125
0.260
0.327
0.279
0.274
0.314
0.242
0.128
0.160
0.321
0.272
0.128
0.251
0.197
0.334
0.211
135
136
| Chapter B – Suplementary Material Chapter 4
Post-hoc Ttests between Pairs of Stimulation Modalities
Table B.4: The effects of modality in the alpha frequency band. T-values and significances (p-value) for the
comparisons of the effects of the different modalities: visual versus auditory (VvsA), visual versus
audiovisual (VvsAV), and audiovisual vs auditory (AVvsA).
E
AF3
F7
F3
FC1
FC5
T7
C3
CP1
CP5
P7
P3
Pz
PO3
O1
O2
PO4
P4
P8
CP6
CP2
C4
T8
FC6
FC2
F4
F8
AF4
Fp2
Fz
Cz
V vs A
V vs AV
AV vs A
t-value
p-value
t-value
p-value
t-value
p-value
-2.735
-2.781
-2.858
-2.971
-2.703
-1.642
-3.175
-3.147
-2.618
-2.198
-3.539
-2.458
-2.814
-2.139
-1.830
-2.615
-3.175
-2.945
-3.377
-2.820
-2.939
-2.440
-2.450
-2.746
-2.761
-2.531
-2.647
-2.694
-3.104
-2.052
0.011
0.010
0.008
0.006
0.012
0.113
0.004
0.004
0.015
0.037
0.001
0.021
0.009
0.042
0.079
0.015
0.004
0.007
0.002
0.009
0.007
0.022
0.022
0.011
0.010
0.018
0.014
0.012
0.004
0.051
0.526
0.331
0.598
1.487
0.929
2.897
1.032
0.447
1.393
2.199
-0.108
0.381
0.710
0.797
1.148
0.969
1.013
2.039
1.130
1.266
0.499
1.103
0.374
1.744
1.062
0.578
1.046
0.594
1.520
1.972
0.603
0.743
0.555
0.149
0.362
0.007
0.312
0.658
0.176
0.037
0.914
0.706
0.484
0.432
0.262
0.341
0.321
0.052
0.269
0.217
0.621
0.280
0.711
0.093
0.298
0.568
0.305
0.557
0.141
0.060
-3.218
-2.874
-3.356
-3.987
-3.147
-2.891
-3.214
-3.423
-3.098
-3.335
-3.803
-3.019
-3.303
-2.277
-2.426
-3.312
-3.770
-4.368
-3.597
-3.657
-2.711
-3.355
-2.618
-4.182
-3.497
-3.044
-3.334
-3.131
-4.359
-3.530
0.003
0.008
0.002
0.001
0.004
0.008
0.003
0.002
0.004
0.002
0.001
0.005
0.003
0.032
0.023
0.002
0.001
0.001
0.001
0.001
0.012
0.002
0.015
0.001
0.001
0.005
0.002
0.004
0.001
0.001
Chapter B – Suplementary Material Chapter 4 |
Effects of Stimulation Modality in the Beta Band
ANOVA Main Effects of Stimulation Modality
Table B.5: Main effects of modality for the significant (p < 0.05) electrodes E in the beta frequency band.
Mean and standard deviation for visual, auditory, and audiovisual conditions, and the statistical
indicators F-value, p-value, and η p 2 .
E
FC1
C3
CP1
P7
P3
Pz
PO3
PO4
P4
P8
CP6
CP2
C4
FC2
Fz
Cz
Visual
Auditory
Audiovisual
ANOVA
x̄
s
x̄
s
x̄
s
F
p-value
ηp 2
-0.021
-0.013
-0.048
-0.043
-0.047
-0.019
-0.043
-0.029
-0.032
-0.049
-0.028
-0.038
0.004
-0.023
-0.017
-0.039
0.071
0.081
0.086
0.105
0.082
0.078
0.097
0.093
0.086
0.091
0.100
0.074
0.077
0.073
0.062
0.086
0.033
0.052
0.056
0.017
0.048
0.055
0.029
0.064
0.064
0.048
0.060
0.045
0.049
0.014
0.031
0.029
0.085
0.094
0.080
0.091
0.083
0.081
0.071
0.106
0.086
0.089
0.081
0.072
0.099
0.068
0.073
0.103
-0.046
-0.034
-0.045
-0.067
-0.035
-0.014
-0.050
-0.017
-0.026
-0.048
-0.021
-0.042
-0.016
-0.043
-0.017
-0.066
0.087
0.093
0.105
0.094
0.092
0.100
0.107
0.112
0.093
0.124
0.088
0.096
0.101
0.082
0.089
0.099
6.813
6.160
12.439
6.055
9.404
7.606
5.767
5.528
8.423
6.151
5.910
9.890
3.417
4.322
3.316
7.781
0.002
0.004
< 0.001
0.004
0.001
0.001
0.005
0.007
0.001
0.004
0.005
0.001
0.041
0.019
0.045
0.001
0.228
0.211
0.351
0.208
0.290
0.248
0.200
0.193
0.268
0.211
0.204
0.300
0.129
0.158
0.126
0.252
Post-hoc Ttests between Pairs of Stimulation Modalities
Table B.6: The effects of modality in the beta frequency band. T-values and significances (p-value) for the
comparisons of the effects of the different modalities: visual versus auditory (VvsA), visual versus
audiovisual (VvsAV), and audiovisual vs auditory (AVvsA).
E
FC1
C3
CP1
P7
P3
Pz
PO3
PO4
P4
P8
CP6
CP2
C4
FC2
Fz
Cz
V vs A
V vs AV
AV vs A
t-value
p-value
t-value
p-value
t-value
p-value
-1.730
-2.386
-4.537
-2.574
-3.666
-2.337
-2.640
-2.063
-3.338
-2.840
-4.035
-3.226
-2.147
-2.450
-2.770
-2.554
0.096
0.025
0.001
0.016
0.001
0.028
0.014
0.050
0.002
0.009
0.001
0.003
0.042
0.021
0.010
0.017
1.575
1.240
0.126
0.673
-0.183
-0.018
0.219
0.166
0.647
0.018
-0.097
1.047
1.543
0.876
0.856
0.658
0.128
0.226
0.900
0.507
0.856
0.985
0.828
0.869
0.523
0.985
0.923
0.305
0.135
0.389
0.400
0.516
-3.169
-2.914
-3.482
-2.107
-3.076
-2.169
-2.581
-2.332
-3.654
-2.764
-3.085
-3.341
-2.884
-2.930
-2.433
-2.777
0.004
0.007
0.001
0.045
0.005
0.040
0.016
0.028
0.001
0.010
0.005
0.002
0.008
0.007
0.022
0.010
137
138
| Chapter B – Suplementary Material Chapter 4
List of Figures
1.1 The BCI processing pipeline . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.2 A taxonomy of affective BCI applications . . . . . . . . . . . . . . . . . . . . 14
2.1
2.2
2.3
2.4
2.5
2.6
Bacteria Hunt gameworld screenshot . . . . . . . . . . . . . . . . . . . .
The BCI pipeline used for the extraction of alpha power and SSVEPs . .
Accuracies according to the threshold parameter of the SSVEP detection
ROC curves of the original and used SSVEP algorithm . . . . . . . . . . .
The electrode montage with for the signal extraction relevant sites . . .
The development of heart rate and alpha power over the game levels . .
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3.8
3.9
The web-interface of the pilot study . . . . . . . . . . . . . . . . .
The stimuli of the pilot study in the valence-arousal space . . . .
Sensor placement scheme and a participant example . . . . . . .
The affect questionnaire used in the main study . . . . . . . . . .
The stimuli of the main study in the valence-arousal space . . . .
Boxplots of subjective ratings for the stimulation conditions . . .
Correlations between theta, beta, and gamma bands and valence
Correlations between theta, alpha, and beta bands and arousal .
Correlations between beta, and gamma bands and preference . .
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4.1
4.2
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4.4
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4.7
4.8
4.9
4.10
4.11
The selected IAPS/IADS stimuli subsets on the valence-arousal plane . . .
The distribution of norm valence and arousal ratings of the stimuli subsets
Participant valence and arousal ratings for each condition . . . . . . . . .
Modality-specific affective correlates for frontal and parietal alpha power .
Main effect of modality for frontal and parietal alpha power . . . . . . . .
Main effects of valence over all modalities . . . . . . . . . . . . . . . . . .
Main effects of arousal over all modalities . . . . . . . . . . . . . . . . . .
Main effect of modality in delta band . . . . . . . . . . . . . . . . . . . . .
Main effect of modality in alpha band . . . . . . . . . . . . . . . . . . . .
Main effect of modality in beta band . . . . . . . . . . . . . . . . . . . . .
Consequences of context-specific correlates for aBCI . . . . . . . . . . . .
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| Chapter B – LIST OF FIGURES
List of Tables
1.1 Overview of studies on affective BCI (Part 1) . . . . . . . . . . . . . . . . . . 10
1.2 Overview of studies on affective BCI (Part 2) . . . . . . . . . . . . . . . . . . 11
2.1
2.2
2.3
2.4
2.5
2.6
The manual and physiological controls used for each level . . . . . . . . . . 37
The output of the BCI to the application . . . . . . . . . . . . . . . . . . . . 40
The experiment design with the factors of feedback and difficulty . . . . . . 45
Repeated-measures ANOVA Game Experience Questionnaire (feedback/difficulty) 47
Repeated-measures ANOVA heart rate (feedback/difficulty) . . . . . . . . . 48
Repeated-measures ANOVA EEG alpha power (feedback/difficulty) . . . . . 49
3.1
3.2
3.3
3.4
3.5
3.6
3.7
3.8
3.9
The list of affective words used for stimulus selection . . . . . . . . . . . . .
The list of music videos that were selected for the main experiment . . . . .
Mean subjective ratings of the stimulation conditions . . . . . . . . . . . . .
Wilcoxon Signed Rank analysis of the subjective ratings . . . . . . . . . . .
Correlations between the rating scales . . . . . . . . . . . . . . . . . . . . .
Repeated-measures ANOVA for the physiological signals . . . . . . . . . . .
General Correlations between ratings and frequency band power . . . . . .
Correlations between frontal alpha asymmetries and valence . . . . . . . . .
General Correlations between ratings and baseline-corrected frequency band
power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4.1
4.2
4.3
4.4
4.5
4.6
4.7
4.8
Stimulus IDs of the IAPS and IADS used in the experimental conditions .
Mean (std) for norm valence and arousal ratings for each condition . . .
Mean (std) of participant valence and arousal ratings for each condition
Repeated-measures ANOVA heart rate (valence/modality) . . . . . . . .
Repeated-measures ANOVA heart rate (arousal/modality) . . . . . . . .
Repeated-measures ANOVA frontal alpha asymmetry (valence) . . . . .
Repeated-measures ANOVA EEG frequency band power (valence) . . . .
Repeated-measures ANOVA EEG frequency band power (arousal) . . . .
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A.1 Correlations between frequency band power and valence . . . . . . . . . . . 130
A.2 Correlations between frequency band power and arousal . . . . . . . . . . . 131
A.3 Correlations between frequency band power and preference . . . . . . . . . 132
142
| LIST OF TABLES
B.1
B.2
B.3
B.4
B.5
B.6
Repeated-measures ANOVA delta power for modality
Post-hoc Ttests delta band effects of modality . . . .
Repeated-measures ANOVA alpha power for modality
Post-hoc Ttests alpha band effects of modality . . . .
Repeated-measures ANOVA beta power for modality
Post-hoc Ttests beta band effects of modality . . . . .
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2010-14 Sander van Splunter (VU)
Automated Web Service Reconfiguration
2010-15 Lianne Bodenstaff (UT)
Managing Dependency Relations in Inter-Organizational Models
2010-16 Sicco Verwer (TUD)
Efficient Identification of Timed Automata, theory and practice
2010-17 Spyros Kotoulas (VU)
Scalable Discovery of Networked Resources: Algorithms, Infrastructure, Applications
2010-18 Charlotte Gerritsen (VU)
Caught in the Act: Investigating Crime by Agent-Based Simulation
2010-19 Henriette Cramer (UvA)
People’s Responses to Autonomous and Adaptive Systems
development through a learning path specification
2010-37 Niels Lohmann (TUE)
Correctness of services and their composition
2010-38 Dirk Fahland (TUE)
From Scenarios to components
2010-20 Ivo Swartjes (UT)
Whose Story Is It Anyway? How Improv Informs Agency and
Authorship of Emergent Narrative
2010-39 Ghazanfar Farooq Siddiqui (VU)
Integrative modeling of emotions in virtual agents
2010-21 Harold van Heerde (UT)
Privacy-aware data management by means of data degradation
2010-40 Mark van Assem (VU)
Converting and Integrating Vocabularies for the Semantic Web
2010-22 Michiel Hildebrand (CWI)
End-user Support for Access to Heterogeneous Linked Data
2010-41 Guillaume Chaslot (UM)
Monte-Carlo Tree Search
2010-23 Bas Steunebrink (UU)
The Logical Structure of Emotions
2010-42 Sybren de Kinderen (VU)
Needs-driven service bundling in a multi-supplier setting - the
computational e3-service approach
2010-24 Dmytro Tykhonov (TUD)
Designing Generic and Efficient Negotiation Strategies
2010-25 Zulfiqar Ali Memon (VU)
Modelling Human-Awareness for Ambient Agents: A Human
Mindreading Perspective
2010-26 Ying Zhang (CWI)
XRPC: Efficient Distributed Query Processing on Heterogeneous XQuery Engines
2010-27 Marten Voulon (UL)
Automatisch contracteren
2010-28 Arne Koopman (UU)
Characteristic Relational Patterns
2010-29 Stratos Idreos(CWI)
Database Cracking: Towards Auto-tuning Database Kernels
2010-30 Marieke van Erp (UvT)
Accessing Natural History - Discoveries in data cleaning, structuring, and retrieval
2010-31 Victor de Boer (UVA)
Ontology Enrichment from Heterogeneous Sources on the Web
2010-32 Marcel Hiel (UvT)
An Adaptive Service Oriented Architecture: Automatically
solving Interoperability Problems
2010-33 Robin Aly (UT)
Modeling Representation Uncertainty in Concept-Based Multimedia Retrieval
2010-34 Teduh Dirgahayu (UT)
Interaction Design in Service Compositions
2010-35 Dolf Trieschnigg (UT)
Proof of Concept: Concept-based Biomedical Information Retrieval
2010-36 Jose Janssen (OU)
Paving the Way for Lifelong Learning; Facilitating competence
2010-43 Peter van Kranenburg (UU)
A Computational Approach to Content-Based Retrieval of Folk
Song Melodies
2010-44 Pieter Bellekens (TUE)
An Approach towards Context-sensitive and User-adapted Access to Heterogeneous Data Sources, Illustrated in the Television Domain
2010-45 Vasilios Andrikopoulos (UvT)
A theory and model for the evolution of software services
2010-46 Vincent Pijpers (VU)
e3alignment: Exploring Inter-Organizational Business-ICT
Alignment
2010-47 Chen Li (UT)
Mining Process Model Variants: Challenges, Techniques, Examples
2010-48 Milan Lovric (EUR)
Behavioral Finance and Agent-Based Artificial Markets
2010-49 Jahn-Takeshi Saito (UM)
Solving difficult game positions
2010-50 Bouke Huurnink (UVA)
Search in Audiovisual Broadcast Archives
2010-51 Alia Khairia Amin (CWI)
Understanding and supporting information seeking tasks in
multiple sources
2010-52 Peter-Paul van Maanen (VU)
Adaptive Support for Human-Computer Teams: Exploring the
Use of Cognitive Models of Trust and Attention
2010-53 Edgar Meij (UVA)
Combining Concepts and Language Models for Information
Access
2011
2011-18 Mark Ponsen (UM)
Strategic Decision-Making in complex games
2011-01 Botond Cseke (RUN)
Variational Algorithms for Bayesian Inference in Latent Gaussian Models
2011-19 Ellen Rusman (OU)
The Mind ’ s Eye on Personal Profiles
2011-02 Nick Tinnemeier(UU)
Organizing Agent Organizations. Syntax and Operational Semantics of an Organization-Oriented Programming Language
2011-20 Qing Gu (VU)
Guiding service-oriented software engineering - A view-based
approach
2011-03 Jan Martijn van der Werf (TUE)
Compositional Design and Verification of Component-Based
Information Systems
2011-21 Linda Terlouw (TUD)
Modularization and Specification of Service-Oriented Systems
2011-04 Hado van Hasselt (UU)
Insights in Reinforcement Learning; Formal analysis and empirical evaluation of temporal-difference learning algorithms
2011-05 Base van der Raadt (VU)
Enterprise Architecture Coming of Age - Increasing the Performance of an Emerging Discipline.
2011-06 Yiwen Wang (TUE)
Semantically-Enhanced Recommendations in Cultural Heritage
2011-07 Yujia Cao (UT)
Multimodal Information Presentation for High Load Human
Computer Interaction
2011-08 Nieske Vergunst (UU)
BDI-based Generation of Robust Task-Oriented Dialogues
2011-09 Tim de Jong (OU)
Contextualised Mobile Media for Learning
2011-10 Bart Bogaert (UvT)
Cloud Content Contention
2011-11 Dhaval Vyas (UT)
Designing for Awareness: An Experience-focused HCI Perspective
2011-12 Carmen Bratosin (TUE)
Grid Architecture for Distributed Process Mining
2011-13 Xiaoyu Mao (UvT)
Airport under Control. Multiagent Scheduling for Airport
Ground Handling
2011-14 Milan Lovric (EUR)
Behavioral Finance and Agent-Based Artificial Markets
2011-15 Marijn Koolen (UvA)
The Meaning of Structure: the Value of Link Evidence for Information Retrieval
2011-16 Maarten Schadd (UM)
Selective Search in Games of Different Complexity
2011-17 Jiyin He (UVA)
Exploring Topic Structure: Coherence, Diversity and Relatedness
2011-22 Junte Zhang (UVA)
System Evaluation of Archival Description and Access
2011-23 Wouter Weerkamp (UVA)
Finding People and their Utterances in Social Media
2011-24 Herwin van Welbergen (UT)
Behavior Generation for Interpersonal Coordination with Virtual Humans: On Specifying, Scheduling and Realizing Multimodal Virtual Human Behavior
2011-25 Syed Waqar ul Qounain Jaffry (VU)
Analysis and Validation of Models for Trust Dynamics
2011-26 Matthijs Aart Pontier (VU)
Virtual Agents for Human Communication: Emotion Regulation and Involvement-Distance Trade-Offs in Embodied Conversational Agents and Robots
2011-27 Aniel Bhulai (VU)
Dynamic website optimization through autonomous management of design patterns
2011-28 Rianne Kaptein(UVA)
Effective Focused Retrieval by Exploiting Query Context and
Document Structure
2011-29 Faisal Kamiran (TUE)
Discrimination-aware Classification
2011-30 Egon van den Broek (UT)
Affective Signal Processing (ASP): Unraveling the mystery of
emotions
2011-31 Ludo Waltman (EUR)
Computational and Game-Theoretic Approaches for Modeling
Bounded Rationality
2011-32 Nees-Jan van Eck (EUR)
Methodological Advances in Bibliometric Mapping of Science
2011-33 Tom van der Weide (UU)
Arguing to Motivate Decisions
2011-34 Paolo Turrini (UU)
Strategic Reasoning in Interdependence: Logical and Gametheoretical Investigations
2011-35 Maaike Harbers (UU)
Explaining Agent Behavior in Virtual Training
2011-36 Erik van der Spek (UU)
Experiments in serious game design: a cognitive approach
2011-37 Adriana Burlutiu (RUN)
Machine Learning for Pairwise Data, Applications for Preference Learning and Supervised Network Inference
2011-38 Nyree Lemmens (UM)
Bee-inspired Distributed Optimization
2011-39 Joost Westra (UU)
Organizing Adaptation using Agents in Serious Games
2011-40 Viktor Clerc (VU)
Architectural Knowledge Management in Global Software Development
2011-41 Luan Ibraimi (UT)
Cryptographically Enforced Distributed Data Access Control
2011-42 Michal Sindlar (UU)
Explaining Behavior through Mental State Attribution
2011-43 Henk van der Schuur (UU)
Process Improvement through Software Operation Knowledge
2011-44 Boris Reuderink (UT)
Robust Brain-Computer Interfaces
2012-06 Wolfgang Reinhardt (OU)
Awareness Support for Knowledge Workers in Research Networks
2012-07 Rianne van Lambalgen (VU)
When the Going Gets Tough: Exploring Agent-based Models of
Human Performance under Demanding Conditions
2012-08 Gerben de Vries (UVA)
Kernel Methods for Vessel Traject
2012-09 Ricardo Neisse (UT)
Trust and Privacy Management Support for Context-Aware
Service Platforms
2012-10 David Smits (TUE)
Towards a Generic Distributed Adaptive Hypermedia Environment
2012-11 J.C.B. Rantham Prabhakara (TUE)
Process Mining in the Large: Preprocessing, Discovery, and
Diagnostics
2012-12 Kees van der Sluijs (TUE)
Model Driven Design and Data Integration in Semantic Web
Information Systems
2011-45 Herman Stehouwer (UvT)
Statistical Language Models for Alternative Sequence Selection
2012-13 Suleman Shahid (UvT)
Fun and Face: Exploring non-verbal expressions of emotion
during playful interactions
2011-46 Beibei Hu (TUD)
Towards Contextualized Information Delivery: A Rule-based
Architecture for the Domain of Mobile Police Work
2012-14 Evgeny Knutov(TUE)
Generic Adaptation Framework for Unifying Adaptive Webbased Systems
2011-47 Azizi Bin Ab Aziz(VU)
Exploring Computational Models for Intelligent Support of
Persons with Depression
2012-15 Natalie van der Wal (VU)
Social Agents. Agent-Based Modelling of Integrated Internal
and Social Dynamics of Cognitive and Affective Processes
2011-48 Mark Ter Maat (UT)
Response Selection and Turn-taking for a Sensitive Artificial
Listening Agent
2012-16 Fiemke Both (VU)
Helping people by understanding them - Ambient Agents supporting task execution and depression treatment
2011-49 Andreea Niculescu (UT)
Conversational interfaces for task-oriented spoken dialogues:
design aspects influencing interaction quality
2012-17 Amal Elgammal (UvT)
Towards a Comprehensive Framework for Business Process
Compliance
2012
2012-01 Terry Kakeeto (UvT)
Relationship Marketing for SMEs in Uganda
2012-02 Muhammad Umair(VU)
Adaptivity, emotion, and Rationality in Human and Ambient
Agent Models
2012-03 Adam Vanya (VU)
Supporting Architecture Evolution by Mining Software Repositories
2012-04 Jurriaan Souer (UU)
Development of Content Management System-based Web Applications
2012-05 Marijn Plomp (UU)
Maturing Interorganisational Information Systems
2012-18 Eltjo Poort (VU)
Improving Solution Architecting Practices
2012-19 Helen Schonenberg (TUE)
What’s Next? Operational Support for Business Process Execution
2012-20 Ali Bahramisharif (RUN)
Covert Visual Spatial Attention, a Robust Paradigm for BrainComputer Interfacing
2012-21 Roberto Cornacchia (TUD)
Querying Sparse Matrices for Information Retrieval
2012-22 Thijs Vis (UvT)
Intelligence, politie en veiligheidsdienst: verenigbare grootheden?