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Biosignal Contrastive Representation Learning for Emotion Recognition of Game Users
University of Science & Technology Beijing, China.
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-8927-0968
University of Science & Technology Beijing, China.
2025 (English)In: IEEE Transactions on Games, ISSN 2475-1502, E-ISSN 2475-1510, Vol. 17, no 2, p. 308-321Article in journal (Refereed) Published
Abstract [en]

Biosignal representation learning (BRL) plays a crucial role in emotion recognition for game users (ERGU). Unsupervised BRL has garnered attention considering the difficulty in obtaining ground truth emotion labels from game users. However, unsupervised BRL in ERGU faces challenges, including overfitting caused by limited data and performance degradation due to unbalanced sample distributions. Faced with the above challenges, we propose a novel method of biosignal contrastive representation learning (BCRL) for ERGU, which not only serves as a unified representation learning approach applicable to various modalities of biosignals but also derives generalized biosignals representations suitable for different downstream tasks. Specifically, we solve the overfitting by introducing perturbations at the embedding layer based on the projected gradient descent (PGD) adversarial attacks and develop the sample balancing strategy (SBS) to mitigate the negative impact of the unbalanced sample on the performance. Further, we have conducted comprehensive validation experiments on the public dataset, yielding the following key observations: first BCRL outperforms all other methods, achieving average accuracies of 76.67%, 71.83%, and 63.58% in 1D-2 C Valence, 1D-2 C Arousal, and 2D-4 C Valence/Arousal, respectively; second, the ablation study shows that both the PGD module (+7.58% in accuracy on average) and the SBS module (+14.60% in accuracy on average) have a positive effect on the performance of different classifications; third, BCRL model exhibits the certain generalization ability across the different games, subjects and classifiers.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2025. Vol. 17, no 2, p. 308-321
Keywords [en]
Games, Representation learning, Brain modeling, Biological system modeling, Task analysis, Emotion recognition, Accuracy, Biosignals, contrastive learning, game users
National Category
Human Computer Interaction Psychology (Excluding Applied Psychology)
Identifiers
URN: urn:nbn:se:bth-28465DOI: 10.1109/TG.2024.3435339ISI: 001511615400013OAI: oai:DiVA.org:bth-28465DiVA, id: diva2:1988102
Part of project
HINTS - Human-Centered Intelligent Realities
Funder
Knowledge Foundation, 20220068Available from: 2025-08-11 Created: 2025-08-11 Last updated: 2025-09-30Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • ieee
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Language
  • de-DE
  • en-GB
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Output format
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