Classification of bluffing behavior and affective attitude from prefrontal surface encephalogram during on-line game

1Citations
Citations of this article
9Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

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.

Cite

CITATION STYLE

APA

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

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free