A Game Player Expertise Level Classification System Using Electroencephalography (EEG)

The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users’ attention. This leads to the need to analyse the cognitive as...

Full description

Bibliographic Details
Main Authors: Syed Muhammad Anwar, Sanay Muhammad Umar Saeed, Muhammad Majid, Saeeda Usman, Chaudhry Arshad Mehmood, Wei Liu
Format: Article
Language:English
Published: MDPI AG 2017-12-01
Series:Applied Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-3417/8/1/18
id doaj-5b5fbff6e4484c4fbd0eab61cdf92a8c
record_format Article
spelling doaj-5b5fbff6e4484c4fbd0eab61cdf92a8c2020-11-25T00:56:26ZengMDPI AGApplied Sciences2076-34172017-12-01811810.3390/app8010018app8010018A Game Player Expertise Level Classification System Using Electroencephalography (EEG)Syed Muhammad Anwar0Sanay Muhammad Umar Saeed1Muhammad Majid2Saeeda Usman3Chaudhry Arshad Mehmood4Wei Liu5Department of Software Engineering, University of Engineering and Technology, Taxila 47050, PakistanDepartment of Computer Engineering, University of Engineering and Technology, Taxila 47050, PakistanDepartment of Computer Engineering, University of Engineering and Technology, Taxila 47050, PakistanDepartment of Electrical Engineering, COMSATS Institute of Information Technology, Sahiwal 54700, PakistanDepartment of Electrical Engineering, COMSATS Institute of Information Technology, Abbotabad 22060, PakistanElectronic and Electrical Engineering, University of Sheffield, Sheffield S1 4DE, UKThe success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users’ attention. This leads to the need to analyse the cognitive aspects of the end user, that is the game player, during game play. A direct window to see how an end user responds to a stimuli is to look at their brain activity. In this study, electroencephalography (EEG) is used to record human brain activity during game play. A commercially available EEG headset is used for this purpose giving fourteen channels of recorded EEG brain activity. The aim is to classify a player as expert or novice using the brain activity as the player indulges in the game play. Three different machine learning classifiers have been used to train and test the system. Among the classifiers, naive Bayes has outperformed others with an accuracy of 88 % , when data from all fourteen EEG channels are used. Furthermore, the activity observed on electrodes is statistically analysed and mapped for brain visualizations. The analysis has shown that out of the available fourteen channels, only four channels in the frontal and occipital brain regions show significant activity. Features of these four channels are then used, and the performance parameters of the four-channel classification are compared to the results of the fourteen-channel classification. It has been observed that support vector machine and the naive Bayes give good classification accuracy and processing time, well suited for real-time applications.https://www.mdpi.com/2076-3417/8/1/18electroencephalography (EEG)machine learningconsumer gamingfeature extractionclassification
collection DOAJ
language English
format Article
sources DOAJ
author Syed Muhammad Anwar
Sanay Muhammad Umar Saeed
Muhammad Majid
Saeeda Usman
Chaudhry Arshad Mehmood
Wei Liu
spellingShingle Syed Muhammad Anwar
Sanay Muhammad Umar Saeed
Muhammad Majid
Saeeda Usman
Chaudhry Arshad Mehmood
Wei Liu
A Game Player Expertise Level Classification System Using Electroencephalography (EEG)
Applied Sciences
electroencephalography (EEG)
machine learning
consumer gaming
feature extraction
classification
author_facet Syed Muhammad Anwar
Sanay Muhammad Umar Saeed
Muhammad Majid
Saeeda Usman
Chaudhry Arshad Mehmood
Wei Liu
author_sort Syed Muhammad Anwar
title A Game Player Expertise Level Classification System Using Electroencephalography (EEG)
title_short A Game Player Expertise Level Classification System Using Electroencephalography (EEG)
title_full A Game Player Expertise Level Classification System Using Electroencephalography (EEG)
title_fullStr A Game Player Expertise Level Classification System Using Electroencephalography (EEG)
title_full_unstemmed A Game Player Expertise Level Classification System Using Electroencephalography (EEG)
title_sort game player expertise level classification system using electroencephalography (eeg)
publisher MDPI AG
series Applied Sciences
issn 2076-3417
publishDate 2017-12-01
description The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users’ attention. This leads to the need to analyse the cognitive aspects of the end user, that is the game player, during game play. A direct window to see how an end user responds to a stimuli is to look at their brain activity. In this study, electroencephalography (EEG) is used to record human brain activity during game play. A commercially available EEG headset is used for this purpose giving fourteen channels of recorded EEG brain activity. The aim is to classify a player as expert or novice using the brain activity as the player indulges in the game play. Three different machine learning classifiers have been used to train and test the system. Among the classifiers, naive Bayes has outperformed others with an accuracy of 88 % , when data from all fourteen EEG channels are used. Furthermore, the activity observed on electrodes is statistically analysed and mapped for brain visualizations. The analysis has shown that out of the available fourteen channels, only four channels in the frontal and occipital brain regions show significant activity. Features of these four channels are then used, and the performance parameters of the four-channel classification are compared to the results of the fourteen-channel classification. It has been observed that support vector machine and the naive Bayes give good classification accuracy and processing time, well suited for real-time applications.
topic electroencephalography (EEG)
machine learning
consumer gaming
feature extraction
classification
url https://www.mdpi.com/2076-3417/8/1/18
work_keys_str_mv AT syedmuhammadanwar agameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT sanaymuhammadumarsaeed agameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT muhammadmajid agameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT saeedausman agameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT chaudhryarshadmehmood agameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT weiliu agameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT syedmuhammadanwar gameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT sanaymuhammadumarsaeed gameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT muhammadmajid gameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT saeedausman gameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT chaudhryarshadmehmood gameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
AT weiliu gameplayerexpertiselevelclassificationsystemusingelectroencephalographyeeg
_version_ 1725227158379429888