The purpose of this research was to detect the pattern of player's emotional change during on-line game. By defining data processing technique and analysis method for bio-physiological activity and player's bluffing behavior, the classification of affective attitudes during on-line game was attempted. Bluffing behavior displayed during the game was classified into two dimensions of emotional axis based on prefrontal surface electroencephalographic data. Classified bluffing attitudes were: (1) pleasantness/unpleasantness; and (2) honesty/bluffing. A multilayer-perception neural network was used to classify the player state into four attitude categories. Resulting classifier showed moderate performance with 67.03% pleasantness/unpleasantness classification, and 77.51 % for honesty/bluffing. The classifier model developed in this study was integrated to on-line game as a form of 'emoticon' which displays facial expression of opposing player's emotional state. © Springer-Verlag Berlin Heidelberg 2005.
CITATION STYLE
Yun, M. H., Lee, J. H., Lee, H. J., & Cho, S. (2006). Classification of bluffing behavior and affective attitude from prefrontal surface encephalogram during on-line game. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 3832 LNCS, pp. 706–712). https://doi.org/10.1007/11608288_94
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