<<

REAL TIME CLASSIFICATION OF TO CONTROL STAGE LIGHTING

DURING DANCE PERFORMANCE

A Thesis

Presented to

The Faculty of the Department of Biomedical Engineering

University of Houston

In Partial Fulfillment

of the Requirements for the Degree

Master of Science

In Biomedical Engineering

By

Shruti Ray

August 2016 REAL TIME CLASSIFICATION OF EMOTIONS TO CONTROL STAGE LIGHTING

DURING DANCE PERFORMANCE

______Shruti Ray

Approved:

______Chair of The Committee Dr. Jose Luis Contreras – Vidal, Professor, Department of Electrical and Computer Engineering

Committee Members:

______Dr. Ahmet Omurtag, Associate Professor, Department of Biomedical Engineering

______Dr. Saurabh Prasad, Assistant Professor, Department of Electrical and Computer Engineering,

______Dr. Suresh K. Khator, Dr. Metin Akay, Founding Chair, Associate Dean John S. Dunn Cullen Endowed Professor, Cullen College of Engineering Department of Biomedical Engineering Acknowledgement

I would like to show my deepest gratitude for my advisor, Dr. Jose Luis Contreras - Vidal, for his continuous guidance, encouragement and support throughout this research project.

I would also like to thank my colleagues from Laboratory for Noninvasive Brain-

Machine Interface Systems, for their immense support and encouragement and help in data collection for analysis. I would like to thank Ms. Rebecca B. Valls and Ms. Anastasiya

Kopteva for their dancer performances with EEG caps to help me with the data collection.

Additionally, I would like to thank all my friends Su Liu, Thomas Potter, Dr. Kinjal Dhar

Gupta and my sister Shreya Ray who have supported me in both happy and adverse conditions.

Last, but not the least, I would like to thank my parents and family to believe in my dreams and supporting my quest for higher education. Without their love and support, it wouldn’t have been possible to experience the amount of success that I have.

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REAL TIME CLASSIFICATION OF EMOTIONS TO CONTROL STAGE LIGHTING

DURING DANCE PERFORMANCE

An Abstract

of a

Thesis

Presented to

The Faculty of the Department of Biomedical Engineering

University of Houston

In Partial Fulfillment

of the Requirements for the Degree

Master of Science

In Biomedical Engineering

By

Shruti Ray

August 201

Abstract

Recently, there has been a growing research in the field of Electroencephalography

(EEG) based recognition of emotions known as affective computing, where the subjects are either shown pictures to elicit the necessary emotional response or made to imagine a particular situation to produce the desired . Research has shown that different emotions affect the brain waves differently thus leading to further research in computerized recognition of human emotions [1] [2] [3]. In my current master’s thesis, I have analyzed the neural (EEG) data recordings during emotional dance performance from 2 trained dancers. This processed data was used to control the stage lighting color

(with changing emotions). Data from subject 1 and subject 2 was used to train the classifier offline. The classification was done by use of Artificial Neural Network. Four musical pieces (details in the method section) were selected by the dancers, each representing a particular emotion – “”, “”, “Neutral” and “Happy”. These emotions were so selected to cover the emotional range of positive, negative and neutral emotions. The feature type of ASM12 [4] with temporal resolution of one second and 50% overlapping hamming window was used. The sub band frequency range - delta (1-3 Hz), theta (4-7 Hz), alpha (8-12 Hz) and beta (14-30 Hz) were used for each of the symmetric electrode pair.

The results showed a high level of accuracy of 72.1% was obtained for subject 1 and an accuracy of 75.7% was obtained for subject 2 obtained during offline model training and testing of model using multilayer neural network with 1 hidden layer and 32 hidden layer units. The real-time accuracy was low, and could majorly classify two emotional classes.

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Table of Contents

Acknowledgement ...... iv

Abstract ...... vi

Table of Contents…………………………………………………………………………………………………vii

List of Figures ...... ix

List of Tables ...... xii

Introduction ...... 1

1.1.1 Problem Statement ...... 1

1.2 Contribution ...... 4

1.3 Thesis Organization ...... 4

Background and Related Work ...... 6

2.1 Introduction to Affective Computing ...... 6

2.1.2 Applications of Affective Computing ...... 7

2.2 Emotions ...... 8

2.2.1 How do we define emotion?...... 8

2.2.2 Brain and Emotions ...... 9

2.3 Machine Learning Background ...... 10

2.3.1 Methods in machine learning ...... 10

2.3.2 Algorithms – ...... 11

2.4 Current Technology for ...... 13

2.4.1 My Contribution ...... 15

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Brain Computer Interface ...... 16

3.1 What is Brain Computer Interface? ...... 16

3.2 Brain Machine Learning ...... 18

Experimental setup ...... 19

4.1 Subjects ...... 20

4.2 Equipment used...... 20

4.3 Experimental Protocol ...... 20

Data Processing and Analysis ...... 26

5.1 Data Preprocessing ...... 26

5.2 Data Analysis ...... 27

5.3 Feature Matrix –...... 28

5.4 Feature matrix classification – ...... 28

5.5 Mapping of classified data to stage lights – ...... 29

Results and Discussion ...... 31

6.1 Power spectral density of the four emotions ...... 31

6.2 Classification results ...... 38

6.3 Confusion Matrix - ...... 42

6.4 Discussion ...... 43

Future Work and Conclusion ...... 46

7.1 Limitations and Future work ...... 46

7.2 Conclusion ...... 47

viii

References ...... 48

ix

List of Figures

Figure 1: Wheel of Emotions created by Robert Plutchik.………………………………………….…2

Figure 2: Classification of emotions in a 2 dimensional scale ……………………….…………..…3

Figure 3: Components of BCI ……………………………………….…………………………………………17

Figure 4: BCI Signal Processing ………………………………………………………………………………17

Figure 5: Experimental setup and data collection …….…………………………………………….…19

Figure 6: Data collection: Dance protocol for subject 1 Trial 1 and Trial ……….………….…22

Figure 7: Data collection: Dance protocol for subject 2 Trial 1 and Trial 2…………………..23

Figure 8: Amplitude and Time frequency map of the musical pieces used during the dance

performance [ (A) – Neutral, (B) – Fear, (C) – Happy, (D) – Anger]………….…24

Figure 9: EEG signal Data Processing ……………………………………………….………………..…..26

Figure 10: Scalp map of the ASM12 electrodes. ………………………………………………………..28

Figure 11: Color wheel scheme used for lighting ……………………………………………………….29

Figure 12: Power Spectrum for electrode channel number 1, 2, 3, 4 (Shown in red on scalp

map) for subjects 1 and 2…………………………………………………………………..……32

Figure 13: Power Spectrum for electrode channel number 6, 7, 12, 13 (shown in red on

scalp map) for subjects 1 and 2………………………………………………………………..33

Figure 14: Power Spectrum for electrode channel number 15, 16, 23, 24 (shown in red on

scalp map) for subjects 1 and 2……………………..…………………………………………34

Figure 15: Power Spectrum for electrode channel number 26, 27, 29, 31 (shown in red on

scalp map) for subjects 1 and 2……………………………..…………………………….….35

Figure 16: Power Spectrum for electrode channel number 42, 43, 44, 45 (shown in red on

scalp map) for subjects 1 and 2………………………………………………………….……36

Figure 17: Power Spectrum for electrode channel number 51, 52, 54, 55 (shown in red on

scalp map) for subjects 1 and 2………………………………………………………………..37

x

Figure 18: ASM12 classification results for subject 1. A) Feature 1 vs. Feature 38. B)

Feature 1 vs. Feature 42. C)Feature 6 vs. Feature 45. D) Feature 13 vs. Feature

14. E) Feature 24 vs. Feature 47. F) Feature 37 vs. Feature 38. G) Feature 45

vs. Feature 39.……………………….….…………………………………………………………38

Figure 19: Figure 19: ASM12 classification results for subject 2. A) Feature 1 vs. Feature

38. B) Feature 1 vs. Feature 42. C)Feature 6 vs. Feature 45. D) Feature 13 vs.

Feature 14. E) Feature 24 vs. Feature 47. F) Feature 37 vs. Feature 38. G)

Feature 45 vs. Feature 39………………………………………………………………………39

Figure 20: Scalp Map showing the feature regions shown on table 5 (in

red).…………………………………………………………………………………………….………41

Figure 21: Confusion matrix for subject 1 using MNN classifier with 32 hidden layer

nodes……………………………………………………………………………………………………42

Figure 22: Confusion matrix for subject 2 using MNN classifier with 32 hidden layer

nodes……………………………………………………………………………….…………...……43

Figure 23: Dance performance during online testing.………………………………………………45

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List of Tables

Table 1: Light colors assigned to each emotion.……………………………….……………………..…15

Table 2: List of music associated with each emotion during the dancer’s performance

…………………………………………………………………………………….………………………………………21

Table 3 ASM12 electrode distribution list…………………………………………………………………27

Table 4: Table showing the color mapping scheme……………………………………………….…..30

Table 5: List of Features, ASM12 electrode pair, sub-band frequency and electrode

location for classification results showed in figure 12 to figure 17

…………………………………………………………………………………………………………………………….41

Table 6: Results of online testing……………………………………………………………………………..45

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Chapter 1

Introduction

1.1.1 Problem Statement

Human Computer Interfacing has seen tremendous advancements in the past few years. Machines have become increasingly productive for the users, and in some instances surpass humans in their efficiency. Machines now have the ability to respond in a desired manner to human commands. One of the major challenges now lies in the machines ability to read and understand human emotions and respond accordingly. As rightly put forth by

Picard and Klein:

“Recognizing affect should greatly facilitate the ability of computers to heed the rules of human – human communication” [4].

There has been increasing research in the field of computers ability to estimate human’s emotions – through facial recognition [5, 6, 7], voice recognition [8, 6, 9], or through the fusion of both [10]. However, it must be kept in mind that in the psychological aspect, there is an explicit separation between the physiological arousal, the behavioral experience (affect) and the conscious experience of the emotion (feeling) [11]. Facial recognition and voice recognition falls under the category of behavioral experience, i.e., expression. This might vary from person to person and should take into account a number of other factors like heart rate, skin conductance, pupil dilation etc. [12, 13].

In order to study human emotions two theoretical perspectives are prevalent. These are as follows:

1

Darwin – The evolution of the basic emotions is a result of natural selection. A number of emotions have been thus derived, with Plutchik [14] proposing eight basic human emotions: anger, fear, , , , curiosity, acceptance and . Ekman had chosen other emotions to be basic and concluded that these emotions and expression of these emotions are universal – anger, fear, sadness, happiness, disgust and surprise. Robert Plutchik in 1980s created a new concept of emotion which he called as the “Wheel of Emotions” which showed how emotions have a tendency to blend into one another creating new kind of emotions. The figure 1 below shows how each emotion is related to each other [15]:

Figure 1: Wheel of Emotions created by Robert Plutchik.

Cognition – This approach proposed by Lang classifies emotions into a 2D scale, where they are mapped according to their valence (positive vs. negative) and arousal (calm vs. excited) [16].

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High Arousal

Anger Happy

“Negative” Emotions “Positive” Emotions

Sad Content

Low Arousal

Figure 2: Classification of emotions in a 2 dimensional scale.

The study of neural data, via EEG, fMRI helps to better understand how the brain elicits a particular emotion, and this understanding can help us to train the machine in a way that meets the needs of the user without explicitly giving commands to the machine.

The main disadvantage of using EEG electrodes is that it is placed outside the skull, leading to signal artifacts. Also it is widely known that EEG recordings are not just readings from one spot but the result of the skull spreading out the brain activity from the entire brain. But, fortunately there has been a growing research interest in the field of neural decoding and emotional recognition using EEG (Affective Computing). One important result is the role of the brain’s alpha waves in different emotions. M.B.

Kostyunina et al., [17] showed that different emotions show different peaks in the alpha frequency band. Yuan – Pin Lin et al., [4] concluded that the classification performance using SVM showed that spectrum power asymmetry index (ASM12) would be sensitive to reflect the brain activation related to emotion responses. This particular feature extraction technique as shown in [4] gave high classification accuracy for emotion classification

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which was tested and used in real time to classify and control the color of the stage lighting

as a closed loop BCI.

1.2 Contribution

In this thesis, the main goal is to device a methodology for the online classification

of four different emotions (Happy, anger, fear, neutral) based on the performer’s

emotional state of mind and change the color of the stage lighting accordingly. With the

help of necessary data analysis and machine learning techniques, it was possible to

develop a methodology for the programmed control of the stage light colors for the four

different emotional responses. Here, I proposed the use of real time ASM12 electrode

pairing system and short time fourier transform for the extraction of sub band frequency

of four different brain waves – delta (1-3 Hz), theta (4-7 Hz), alpha (8-12 Hz) and Beta (14-

30 Hz) as features for input to the Multilayer Neural Network with 1 hidden layer and 32

hidden layer units for the classification of emotions and subsequent control of the stage

lighting both offline and online.

1.3 Thesis Organization

Chapter 1 contains the problem statement and our contribution to solve the

problem. For the proper understanding of the problem and technical concepts related to

methodology, some background knowledge and information regarding affective

computing, emotions and brain regions responsible for emotions and closed loop Brain

Computer Interfacing will be provided in Chapter 2 and chapter 3. Chapter 4 will include

methodology explained in details. Followed by chapter 5, which will include explanation

of the data processing and analysis techniques followed. Chapter 6 includes the results

discussed in a precise manner. The last chapter of this thesis is chapter 7, which will

4 conclude the thesis by providing limitations, future work and summary of the thesis as the conclusion.

5

Chapter 2

Background and Related Work

2.1 Introduction to Affective Computing

With the shift of using Human – Computer Interaction (HCI) and Interaction

Design from design and work oriented applications towards dealing with leisure-oriented

applications like games, social computing, art and tools for creativity, there arises the

necessity to consider constituents of experience, how to deal with user’s experiences and

an understanding of aesthetic practices and experiences. During the early 1990ies, there

was a wave of new research on emotions and its diverse role in psychology (e.g., Ellsworth

and Scherer, 2003) [45], neurology (e.g., LeDoux, 1996) [46], medicine (e.g., Damasio,

1995) [47], and sociology (e.g., Katz, 1999) [49]. Prior to this emotion were not something

of interest for research, and researchers manly focused on how emotions got in the way of

rational thinking – things like how scared pilots suffered from tunnel vision, angry

business meetings could sabotage meetings, nervousness in a presentation could

negatively affect the outcome. Emotional expression is not restricted to just our brains but

to whole body experiences like in hormone changes in our blood streams, nervous signals

to muscle tensing or relaxing, blood rushing to different parts of the body, body postures,

movements, facial expressions (Davidson et al., 2002) [48]. Our bodily reactions in turn

give feedback to our minds, creating experiences that regulate our thinking, in turn feeding

back to our bodies. Thus, emotional experiences can start through body movements for

example – dancing wildly when you are happy. Neurologists have studied how the brain

works and how emotions processes are a key part of cognition. Emotional processes are

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basically sitting in the middle of most processing going from frontal lobe processing in the

brain, via brain stem to body and back (e.g., LeDoux, 1996) [46].

The part of the new wave of research on emotions – artificial intelligence considers

emotion to be an important regulatory process which determines behavior in autonomous

systems of various kinds, e.g., Robots. Artificial Intelligence field picked up the idea on

human rational thinking and its connection to emotional processing. Rosalind Picard’s

“Affective Computing” had a major effect on both the Artificial Intelligence and Human

Computer Interfacing fields (Picard, 1997) [24]. Her idea was majorly focused on the

creation of machines that would relate too, arise from or deliberately influence emotion or

other affective phenomenon. The roots of affective computing can be traced back to

neurology, medicine and psychology. It mainly implements a biologistic perspective on

emotion processes in the brain, body, and interaction with others and with machines. The

most interesting application from Rosalind Picard’s group deal with the training of autistic

children to recognize emotional states in others and in themselves and act accordingly.

Recently affective computing has been put to commercial usage through its branching into

recognizing interest in commercials or dealing with stress in call centers.

Thus to put together the main essence of affective computing :

“Today’s computers are cold, logical machines. They needn’t be.” – Hal’s Legacy.

2.1.2 Applications of Affective Computing a. Emotion Monitoring – In this application anger is detected in disgruntles users to provide

a consumer feedback. b. Emotion Monitoring – Self Training of speaker’s or during a presentation. c. Understanding tutor – This can be used to give the tutors a audience feedback (interest),

another application can be to provide feedback in case of e – learning.

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d. Believable agents – to produce intelligent artificial beings with real life emotional

responses like in case of video games.

e. Emotion in Computer Mediated Communication – For example in case of mobile phones,

where the device picks up the user emotions to automatically generate emoticons.

f. Medical Applications – For treatment of autistic patients to recognize and express

emotions more effectively.

g. The recent launch of Google App, the wearable mindRDR, where with strong focus on a

particular scene, pictures can be clicked and subsequently a stronger focus can help post

these pictures on facebook or Instagram.

2.2 Emotions

2.2.1 How do we define emotion?

The first question that arises when one speaks of emotions is – what exactly is

emotion? Or how can we define emotion? Philosophers have been concerned about the

nature of emotion since Socrates and the “Pre – Socrates” who preceded him. This

definition can have behavioral, philosophical and scientific approach. It cannot be

completely defined by a person’s emotional experience, nor can it be completely defined

by any electrophysiological measures of occurrences in the brain, nervous system,

circulatory system, respiratory or endocrine system. So coming back to our first question,

how exactly do we define emotion?

Plutchik defines emotion as a patterned bodily reaction corresponding to one of

the underlying adaptive biological processes common to all living organisms [3]. The

Greek philosopher Aristotle thought of emotion as a stimulus that evaluates experiences

based on the potential for gain or pleasure. Kleinginna and Kleinginna gathered and

analyzed 92 definitions of emotion from literature present that day [18]. Thus to conclude

a comprehensive definition:

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Emotion is a complex set of interactions among subjective and objective factors, mediated

by neural/hormonal systems, which can [19]:

1. Give rise to affective experiences such as feelings of arousal, pleasure/ displeasure.

2. Generate cognitive processes such as emotionally relevant perceptual effects, appraisals,

labelling processes.

3. Activate widespread physiological adjustments to the arousing conditions;

4. Lead to behavior that is often, but not always, expressive, goal directed, and adaptive.

2.2.2 Brain and Emotions

The work of Paul D. MacLean [20] and other [21, 22] suggested the role of the

limbic system of the brain in emotion elicitation. The main structures in the limbic system

involved with emotions are:

1. Amygdala – The connection of amygdala to regions of the temporal lobe, the pre frontal

cortex, the medial dorsal nucleus of the thalamus makes it possible for it to play a major

role in the mediation and control of activities like friendship, love and affection. It is

mainly involved in the expression of negative emotions like fear, rage and aggression.

2. Thalamus – This region is associated with changes in emotional reactivity.

3. Hypothalamus – The Hypothalamus major functions include thermal regulation,

sexuality, combativeness, hunger and thirst. It also plays a major role in emotions. The

lateral parts of this structure is involved with pleasure and rage, while the median parts

are involved in aversion and displeasure.

4. Fornix – Works as an important connecting pathway in the limbic system.

5. Cingulate gyrus – The frontal part of the gyrus coordinates smells and sight with pleasant

memories of previous emotions. This region is also involved in emotional reaction to pain

and the regulation of aggressive behavior.

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Other parts of the brain involved in emotion:

1. Brainstem – In inferior vertebrates this region is responsible for “emotional reactions”. In

humans this structure is involved in alerting mechanisms and maintenance of the sleep –

awake cycle.

2. Ventral Tegmental Area – This region is responsible for pleasurable sensations like that of

an orgasm. Certain brainstem structures like the nuclei of the cranial nerves, stimulated

by impulses coming from the cortex and the striatum are responsible for the

physiognomic: expressions of anger, joy, sadness, tenderness.

3. Septum – This region is found anterior to the thalamus. Within this region, lies the

pleasure of orgasm (four for women and one for men). This region is majorly responsible

for sexual experiences.

4. Prefrontal area – This region plays a critical role in the regulation of emotion and behavior

by anticipating the consequences of our actions. It also plays a role in delayed gratification

by maintaining the emotions over time and organizing it toward a specific goal.

2.3 Machine Learning Background

2.3.1 Methods in machine learning

Machine learning is a sub-part in the field of computer science, a sub area of

artificial intelligence where the computers can be trained to learn without any explicit

programming. There has been successful application of machine learning in various real

world problems and applications. The use of machine learning algorithms in recognition

and interpretation of human emotions is termed as affective computing. The origin of this

field can be traced back to the philosophical enquiries into emotion [23] while its more

modern branching into computer science begin with Rosalind Picard’s paper [24] in 1995

on affective computing. With advancements in affective computing the machines

10

would soon be able to interpret emotional state of humans and adapt its behavior towards

them, giving the most appropriate response for that particular emotion.

As rightly put forth by Marvin Minsky in “The Emotion Machine”

“emotions are not especially different from the processes that we call thinking.”

Affective computing can be through features such as emotional speech, facial expression,

or more recently neurological data.

2.3.2 Algorithms

There are a number of machine learning algorithms that are used for this purpose, a few

of them are listed below:

k-NN: Also known as the K Nearest Neighbor and classification here is done by locating

the object in the feature space and comparing with the k nearest neighbor.

GMM: known as the Gaussian Mixture Model is a probabilistic model and calculates the

existence of the sub population within the overall population.

SVM: SVM is the abbreviation for the support vector machine (mostly a binary classifier)

and classifies the input into one of the two classes.

ANN: This technique would be used for emotion classification in my thesis.

Artificial Neural Network takes its idea from the traditional biological neural networks and

can better classify non-linear features in the feature space. They have the ability to learn

with or without a supervisor. They are mainly used when the solution to the problem of

interest is difficult due to:

 Lack of physical/statistical understanding of the problem

 Statistical variations in the observable data

 Complex mechanism responsible for the generation of the data.

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2.3.2.1 Artificial Neurons

As already stated, this kind of machine learning algorithm, takes its inspiration

from the biological neuron, where we can imagine the dendrites to act as the input vector.

The dendrites receive signals from a large number of adjacent neurons, and each neuron

perform the “multiplication” through the dendrites “weight” value. In case of artificial

neurons, there exists one or more inputs (dendrites) which are summed together(soma)

to give us the output (axon). The sums at each node are weighted and them passed through

a non-linear function called as the activation function (maybe sigmoid, step, linear

functions).

Basic structure:

The basic structure of the artificial neural network consists of the following: a set

of connections (synapses) to other neurons in the network. Each of these connections are

features by a synaptic weight Wkj. A function that sums up these incoming signals

multiplied by their corresponding synaptic weights. The activation function (which limits

the range of the neuron’s output) usually is in the range of [-1,1] or [0,1]. The ANN also

consists of a bias which acts as a threshold. Now considering an artificial neural network

with input vector x, (m+1) in number. W being the number of weights from w0 to wm. The

input x0 has the value of +1 and functions as the threshold. Thus the output kth neuron is

given as

,

where φ is the transfer function above. And Uk is the weighted sum of all the input

functions till the kth neuron.

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The simplest form of artificial neural network is a perceptron and works as a binary

classifier.

The Multilayer neural network or the multilayer perceptron (MLP) is a

feedforward artificial neural network model that classifies sets of input data into sets of

output data. It consists of multiple layers of nodes (an input layer, an output layer and one

or more hidden layers). Each of the nodes in the neuron have a nonlinear activation

function associated with it other than the input node.

2.4 Current Technology for emotion classification

The current technology used to detect a person’s emotion involves the use of

passive sensors to capture raw behavioral or physical state of the person sans any prior

interpretation. This might include the use of cameras for capturing the facial expressions

of the person, microphone to record audio signals, skin temperature, galvanic resistors for

recording skin impedance, neural signals recorded from Electroencephalograph (EEG),

functional magnetic resonance (fMRI).

For a proper detection of an individual’s emotions, these raw recorded signals need

to be meaningfully interpreted. For this purpose, machine learning algorithms such as –

facial recognition expression detection, speech recognition, neural networks are used to

process the given signal to give a precise result based on the input data.

EEG signal processing techniques

In [41] 20 subjects were shown 5 video clips for each emotion – disgust, happy,

surprise, fear and neutral. EEG data was collected using the 64 channel EEG device. The

raw EEG was processed using Surface Laplacian filtering method and decomposed into

three different frequency bands (alpha, beta and gamma) using discrete wavelet transform

13

(DWT). For the classification of the 5 emotions K Nearest Neighbor (KNN) and Linear

Discriminant Analysis (LDA) were used. An energy based feature extraction technique called as Recoursing Energy Efficiency (REE) and modified versions – Logarithmic REE and Absolute REE was used. The maximum classifier accuracy was obtained using a combination of KNN and ALREE feature of 83.26%.

In [42] 5 subjects are exposed to 3 neural stimuli – one sound, one visual and one audiovisual stimulus). Linear Fisher’s Discriminant Analysis classifier was used to train the classifier for each class (audio/visual/ audiovisual, positive/negative, aroused/calm).

For feature selection only the alpha and beta waves were considered for each of the two channel (Fpz and F3/F4: alpha power, beta power, beta to alpha ratio for Fpz and for

F3/F4 to classify into different arousal and valence state with classification results of 80%.

In [43] EEG data was recorded from 3 women and 3 men. Emotions were elicited in the subjects with help of movie clips of 4-minute length each. The paper mainly focused on classifying emotions into positive and negative emotions. A Self – Assessment manikin

(SAM) was used to measure the emotional content in the movies. After extraction of sub- band frequencies like delta (1-4 Hz), theta (4 - Hz), alpha (8 – 13 Hz), beta (13 – 30 Hz) and delta (36 – 40 Hz) with a resolution of 1 s and non – overlapping window, the log of the band energy was considered as input feature. For dimensional reduction purpose correlation coefficients between features and labels for each channel and each band on training set was calculated. Next, the correlation coefficients were ranked in descending order and features corresponding to the top N coefficients were chosen to use together with linear SVM. An average accuracy of 87.53% was obtained.

In [44], they recorded dance performance from 5 dancers and classified emotion

(e.g., anger, fear, grief, joy) based on Lab’s Effort movements. In this method they use a one-way ANOVA for each motion cue and perform regression analysis.

14

In [34] Yuan – Pin Lin uses the ASM12 electrode system to classify 4 emotional

states – joy, anger, sadness and pleasure using support vector machine to get high

accuracy of 82.29% during music listening.

2.4.1 My Contribution

Yuan – Pin Lin et al., [34] in their paper titled “Support Vector Machine for EEG

Signal Classification during Listening to Emotional Music” used the asymmetry index of

the EEG signal to classify four emotions – joy, angry, sadness and pleasure using Support

Vector Machine with an average classification accuracy of 92.73%. In this research I tested

the use of asymmetry index with a resolution of 1 second to classify four emotions namely

– Happy (positive valence and high arousal), fear (negative valence and low arousal),

anger (negative valence and high arousal) and neutral (zero valence and zero arousal) in

dancers. The classification was performed using a multilayer neural network (1 hidden

layer and 32 hidden layer nodes). The training was performed offline on pre-recorded data

and tested both offline and real-time during the dancer’s performance and also when the

subject was stationary (but imaging a particular emotion) to control the stage lighting with

the following color mapping.

Table 1: Light colors assigned to each emotion

Emotion Color Anger Red Happy Yellow Fear Blue Neutral White

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Chapter 3

Brain Computer Interface

3.1 What is Brain Computer Interface?

Brain - Computer interface (BCI) also called as Brain – Machine Interface (BMI)

is a direct communication pathway between an enhanced or wired brain and an external

device (computer or machine). Research in BCI began early 1970s at University of

California Los Angeles (UCLA) under grants from National Science Foundation (NSF) and

Defense Advances Research Projects Agency (DARPA). This also the first appearance of

the expression brain – computer interface in scientific literature.

The history in BCI started with the discovery of electrical activity of the human

brain by Hans Berger and the development of electroencephalography (EEG). Berger

recorded the first human activity in 1924 by means of EEG. He was the first to identify

brain oscillatory electrical activity, such as Berger’s wave or more widely known as the

alpha wave (8 – 13 Hz).

Jaques Vidal coined the term BCI and produced the first peer reviewed publication

on this topic [36] [37]. His first work on BCI focused on visual evoked potential for the

control of cursor direction and till date widely used in BCIs [38] [39] [40].

The BCI technology holds a great promise for people who can’t use their arms or

hands, because of spinal cord injuries or ALS (amyotrophic lateral sclerosis or cerebral

palsy. BCI could help them control computers, wheelchairs, televisions or other devices

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with their brain’s electrical activity. The various components and the signal processing

technique involved in development of BCI is shown in figure 3 and figure 4 respectively.

Algorithms for Ways to neural signal mapping the measure neural decoding of decoded brain signals from brain activity to the the human states/intention intended brain s behavior or task

Figure 3: Components of BCI

Classification - Preprocessing Feature translating the - removal of Extraction - specific fearues into noise and detect specific useful control artifacts to target patterns in signals to be sent to enhance the SNR brain activity an external device

Figure 4: BCI Signal Processing

Types of BCI :

 Invasive Techniques – Electrodes for brain signal acquisition are directly implanted onto

a patient’s brain. These techniques are usually riskier and require surgery. These include

– Electrocorticography (ECoG) and Local Field Potential (LFP).

 Noninvasive Technique – medical scanning devices or sensors are mounted on caps or

headbands to read brain signals. Noninvasive techniques are less intrusive but also have

low signal to noise ratio.

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3.2 Brain Machine Learning

For the ability to interpret the task a patient would want to perform a certain

amount of learning both the user and the BCI needs to undergo. The user needs to be able

to learn to modulate their brain activity in way that maximizes the performance of the BCI

and/or the device must itself learn to identify, interpret and adapt to the key neural signals

that would best decode the intended action of the user.

To specify there are two key ways for the BCI to be equilibrated with the users’ brain waves:

 Open Loop BCI:

In this paradigm, the computer is altered for better decoding of the brain activity.

Therefore, while performing several trials during the initial training of the BCI system, the

subject is unaware of the way in which the computer is interacting with the recorded brain

activity. After the task is completed a specific task would be matched with the recorded

activity.

 Closed Loop BCI:

In this paradigm, the brain activity is modified in a manner to better be representative of

a computer activity. The subject is therefore provided with real-time feedback of how their

brain activity is performing. For this, an optimal level of brain activity must be reached in

order for an optimal computer functioning to occur. Therefore, in this case the user is an

active participate in learning how to best control the computer though their brain activity.

Generally, the closed loop BCI is preferential over the open loop BCI and is used in this

project.

18

Chapter 4

Experimental setup

Figure 5: Experimental setup and data collection

19

4.1 Subjects

The initial EEG data was collected from one trained female professional dancer

(Subject 1) and one trained dancer (Subject 2). Both these data were tested offline for

emotion classification – training and testing of the model. Subject 2 was later tested for

online classification of emotion.

4.2 Equipment used

The Brain activity was acquired non – invasively using a 64 channel wireless, active

EEG system sampled at 1000 Hz (brainAmpDC with actiCAP, brain Products GmbH).

Electrode labelling was prepared in accordance with the 10 – 20 international system

using FCz as reference and AFz as ground (figure 5). Two electrodes were used as vertical

EOG (VEOGR- L) channels and two electrodes were used as Horizontal EOG (HEOGR-L)

channel (useful for eye blink artifact removal). Six inertial measurement units (IMU) were

used to record the kinematics of the artists during their performance from the Head, left

wrist, right wrist, torso, left ankle and right ankle (OPAL, APDM Inc.) sampled at 128 Hz.

Each of the sensors contains a triaxial magnetometer, gyroscope and accelerometer. Three

high definition video recording devices (Nest Labs) helped capture the real time dance

performance of the professional dancer.

4.3 Experimental Protocol

There were two trial sessions. The scalp EEG data and whole body kinematics data

were recorded for 2-minute performance each for subject 1 and subject 2. Four musical

pieces with four different emotions were selected. The description of each of them are

given in table 2.

20

Table 2: List of music associated with each emotion during the dancer’s performance

S.No. Emotion Music

Neutral 1. Clogs by Kapsburger Emotion

2. Anger Emotion The Octopus Project by Porno Disaster

Istvan Masta – Doom. A sigh performed by 3. Fear Emotion Kronos Quartet

Happy The Four Seasons recomposed by max Richter – 4. Emotion Vivaldi – Spring 0,1 in Malinec Slovakia

Each of the musical pieces were cut into a total length of 2-minutes segment each for data collection. These musical pieces were selected by the dancer and choreographed by her to represent each specific emotion. For Subject 1 – (Figure 6) during the course of

Trial 1 session 1 the order of the music played based on the emotions were – Anger,

Neutral, Happy and Fear. For Trial session 2 the order of the music was - Neutral, Fear,

Anger and Happy. For Subject 2 (the order was changed to avoid any bias due to the order in which the emotional music for performance was played) – (Figure 7) trial 1 the order of music played based on the emotions were – Happy, Fear, Neutral and Anger. For trial 2 – the order was – Fear, Happy, Anger and Neutral. The dancer was given a break of 1 minute between each of the dance performances so that the psychological emotions would not be carried from one section to the other. Also the baseline data was collected at the beginning and the end of the experiment for eyes closed and eyes open for a period of 1 minute.

21

Figure 6: Data collection: Dance protocol for subject 1 Trial 1 and Trial

2

22

Figure 7: Data collection: Dance protocol for subject 2 Trial 1 and Trial 2

23

The time frequency maps of the musical pieces (each 2 minute in duration) selected

for each of the musical pieces selected are shown in figure 8. The corresponding list of

musical extracts are shown in table 2.

(A)

(B)

24

(C )

(D)

Figure 8: Amplitude and Time frequency map of the musical pieces used during the dance performance [(A) – Neutral, (B) – Fear, (C) – Happy, (D) – Anger].

25

Chapter 5

Data Processing and Analysis

Figure 9: EEG signal Data Processing

5.1 Data Preprocessing

The EEG data was initially band pass filtered in the range of 1 - 35 Hz using 2nd

order Butterworth filter to remove power line noise and higher frequency EMG

(Electromyography) artifacts and lower frequency eye blink artifacts.

26

5.2 Data Analysis

After the initial EEG data preprocessing, the filtered data obtained (EEG data for

different emotions) was short time fourier transformed (STFT) using a hamming window

length of 1 second and overlap of 50% to extract four power spectral values – delta (1-3

Hz), theta (4 – 7 Hz), alpha (8 – 13 Hz), beta (14 – 30 Hz). The EEG data of eyes closed at

start was used as baseline data. The baseline data was fourier transformed and then

subtracted from the short time fourier transformed power spectral values of the EEG

emotion data for the asymmetrical electrodes (Table 3) before the extraction of the four

brain frequency bands. The scalp map of the ASM12 electrode system is shown in figure

10. All of the steps involved in the EEG signal processing from data acquisition to feature

extraction and light control are shown in figure 11.

The list of the 12 asymmetrical electrodes (ASM12) is given in table 3 below.

Table 3: ASM12 electrode distribution list

S.NO. ASM12 (channel Name) ASM12 (channel number) 1. FP1 – FP2 1 – 2 2. F3 – F4 3 – 7 3. FC3 – FC4 4 – 6 4. C3 – C4 42 - 45 5. CP3 – CP4 43 - 44 6. P3 – P4 12 - 16 7. O1 – O2 23 - 27 8. F7 – F8 13 - 15 9. FT7 – FT8 51 - 55 10. T7 – T8 52 - 54 11. TP7 – TP8 24 - 26 12. P7 – P8 29 - 31

27

The scalp map of the electrode location used in ASM12 is shown in figure 10 below.

Figure 10: Scalp map of the ASM12 electrodes. [4]

5.3 Feature Matrix

The feature matrix consisted of the four brain frequency bands - delta, theta, alpha

and beta and the 12 differential asymmetric power spectrum values giving a total of 49

features. The number of sample points extracted from one subject (120 seconds, 120000

sample points with window size of 1 second – 239 rows (frequency values) and 501

columns (Time). Thus with 2 trials of 2minute data each a total of 478 * 48 data samples

for each of the four emotions were fed into the classifier for training the multilayer neural

network for classification. The corresponding classes were assigned based on the

experimental protocol.

5.4 Feature matrix classification

The multilayer neural network was used as a classifier for the classifying the four

different emotions – Happy, Anger, Fear and Neutral. The number of hidden layers used

28

was 5. Once the model was build, it was used offline to test subject 2 with trial 3. Subject

2 was also tested real time during the dance performance to control stage lights.

5.5 Mapping of classified data to stage lights

The class labels obtained from the classifier communicate to the DMX stage lights

via processing software. The hue and saturation values were used to control the lighting.

The following generalized color wheel scheme given in figure 11 below.

Figure 11: Color wheel scheme used for lighting. [35]

29

Table 4: Table showing the color mapping scheme used

S.No. Emotion Color

Neutral 1. White Emotion

2. Anger Emotion Red

3. Fear Emotion Blue

4. Happy Emotion Yellow

30

Chapter 6

Results and Discussion

6.1 Power spectral density of the four emotions

The power spectral density (dB) for subject 1 and subject 2 of the four emotions

and the baseline eyes closed data were obtained after passing it through a 2nd order band

pass Butterworth filter with cut-off frequency 1 to 35 Hz were obtained for the 24

electrodes of the ASM12 electrode pair (figure 10). The graphs for all the 24 electrodes are

shown from figures 11 to figure 16. The corresponding electrode location for the power

spectrum in shown in the scalp map above in red. The sub band frequency bands mainly

considered were alpha band (8 – 12 Hz), beta band (12 – 30 Hz), delta band (2 – 4 Hz)

and theta band (4 – 8 Hz). Figure 12 to figure 17 shows the power spectral density for

subject 1 and subject 2 for the 24 ASM12 electrodes. Figures 18 – figure 19 show the

classification results of the feature matrices obtained for the four emotions (classes). The

corresponding details regarding the features shown in figurer 18 to 19 is given in table 4,

and shown on the scalp map in figure 20.

31

Subject 1 -

Subject 2 -

-

Figure 12: Power Spectrum for electrode channel number 1, 2, 3, 4 (Shown in red on scalp map) for subjects 1 and 2.

32

Subject 1 -

Subject 2 -

Figure 13: Power Spectrum for electrode channel number 6, 7, 12, 13 (shown in red on scalp map) for subjects 1 and 2.

33

Subject 1 -

Subject 2 –

Figure 14: Power Spectrum for electrode channel number 15, 16, 23, 24 (shown in red on scalp map) for subjects 1 and 2.

34

Subject 1 -

Subject 2 -

Figure 15: Power Spectrum for electrode channel number 26, 27, 29, 31 (shown in red on scalp map) for subjects 1 and 2.

35

Subject 1 -

Subject 2 –

Figure 16: Power Spectrum for electrode channel number 42, 43, 44, 45 (shown in red on scalp map) for subjects 1 and 2.

36

Subject 1 -

Subject 2 -

Figure 17: Power Spectrum for electrode channel number 51, 52, 54, 55 (shown in red on scalp map) for subjects 1 and 2

37

6.2 Classification results

Subject 1

A) B)

C) D)

E) F)

G)

38

Figure 18: ASM12 classification results for subject 1. A) Feature 1 vs. Feature 38. B) Feature 1 vs. Feature 42. C)Feature 6 vs. Feature 45. D) Feature 13 vs. Feature 14. E) Feature 24 vs. Feature 47. F) Feature 37 vs. Feature 38. G) Feature 45 vs. Feature 39.

Subject 2

A) B)

C) D)

E) F)

39

G)

Figure 19: ASM12 classification results for subject 2. A) Feature 1 vs. Feature 38. B) Feature 1 vs. Feature 42. C)Feature 6 vs. Feature 45. D) Feature 13 vs. Feature 14. E) Feature 24 vs. Feature 47. F) Feature 37 vs. Feature 38. G) Feature 45 vs. Feature 39.

40

Feature list

Table 5: List of Features, ASM12 electrode pair, sub-band frequency and electrode location for classification results showed in figure 18 to figure 19.

Feature Electrode Sub-band Electrode Number Pair Frequency Location Feature 1 Fp1 – Fp2 Alpha Wave (8 – 12 Hz) Frontal Lobe

Feature 6 T7 – T8 Alpha Wave (8 – 12 Hz) Temporal Lobe

Feature 13 Fp1 – Fp2 Beta Wave (12 – 30 Hz) Frontal Lobe

Feature 14 F7 – F8 Beta Wave (12 – 30 Hz) Frontal Lobe

Feature 24 O1 – O2 Beta Wave (12 – 30 Hz) Occipital Lobe

Feature 37 Fp1 – Fp2 Theta Wave (4 – 8 Hz) Frontal Lobe

Feature 38 F7 – F8 Theta Wave (4 – 8 Hz) Frontal Lobe

Feature 39 F3 – F4 Theta Wave (4 – 8 Hz) Frontal Lobe

Feature 42 T7 – T8 Theta Wave (4 – 8 Hz) Temporal Lobe

Feature 45 Tp7 – Tp8 Theta Wave (4 – 8 Hz) Temporal Lobe

Figure 20: Scalp Map showing the feature regions shown on table 4 (in red).

41

6.3 Confusion Matrix

Figure 21: Confusion matrix for subject 1 using MNN classifier with 32 hidden layer nodes.

42

Figure 22: Confusion matrix for subject 2 using MNN classifier with 32 hidden layer nodes.

6.4 Discussion

The power spectral densities from figure 12 to figure 17, shows the

distribution of power for the four different emotions. These values were then

subtracted from the baseline data and then subtracted from each other based on

the ASM12 electrode system given in table 3. Thus there were 12 features obtained

per emotion with a total of 12 * 4 = 48 features as the input matrix to the classifier.

The best features that distinguish the 4 classes (the 4 different emotions) are

shown in figures 18 and 19. A more detailed information is given in table 4 and

43 electrode locations are shown on the scalp map in figure 20. After training the input matrices using the Multilayer Neural Network (48 features and 1948 instances for subject 1 and 48 features and 1914 instances for subject 2) the confusion matrices obtained are shown in figure 20 and figure 21. Trial 1 was used for training the model using Multilayer Neural Network and trial 2 was used for testing the model for both subjects 1 and 2 (figure 21 and figure 22). For subject 1 an accuracy of 72.1% was obtained and for subject 1 an accuracy of 75.7% was obtained.

Online Testing

The model was tested online on subject 2, and the online performance was quantified based on how well the lights responded to the changing emotions of the dancers. Initial baseline data is to be collected before each testing. Figure 23 shows the online testing of the dance performance. The musical pieces were played randomly and the corresponding lighting was observed, the table 6 below shows us the performance of the light:

44

Table 6: List of music producing a definite emotion in the dancer and the corresponding light color.

True Class Predicted Class True Color Real Time Color

Happy Happy Yellow Yellow

Fear Happy Blue Yellow

Fear Anger Blue Red

Anger Anger Red Red

Fear Happy Blue Yellow

Neutral Anger White Red

Figure 23: Dance performance during online testing

45

Chapter 7

Future Work and Conclusion

7.1 Limitations and Future work

The real time Control of the lights during the dance performance had the drawback

of correctly predicting two major emotions for subject 2 from the trained model – Anger

and Happy corresponding to Red and yellow lights respectively. The other emotions were

almost always classified to either of the two emotions. One of the major reasons for this

may be the location of the emotion feature clusters and the distance between the clusters

in between the two offline trials for the same emotion. Also, the entire 48 features matrix

was used to feed into the multilayer classifier. Testing of the offline built model using only

the 10 major features might improve the classification accuracy. Also in this experiment I

had trained the model using neural networks, use of other commonly used classifiers like

Gaussian Mixture Model might increase the accuracy of the emotion classification offline

but wasn’t preferred because it might not be suitable for online applications. Also Due to

very high degree of motion of the subject during dance performance causing motion

artifacts might affect the power band frequencies which might cause decrease in the

accuracy of the control of the lights. Use of Real time artifact removal techniques from

EEG data might help solve this issue. In this research I propose the use of the ASM12

electrode system for feature extraction. Use of other suitable techniques mentioned in

background might also help improve the results. In addition, use of facial recognition in

addition to ASM12 might yield very good results in improving the accuracy of stage light

control during dance performance.

46

7.2 Conclusion

The Primary focus of this research was to device a method and use of neural

network mechanism for the adequate feature extraction, model building and classification

for the four emotions – ‘Anger’, ‘Happy’, ‘Fear’ and ‘Neutral’. The use of the multilayer

neural network with 1 hidden layer and 32 hidden layer nodes for 48 features gave the best

classification results.

The presence of motion artifacts may have contributed to the low accuracy during

online testing. An increase in the number of trial sessions may increase the accuracy

further. Also, the use of other classifiers like Gaussian mixture model could help increase

the accuracy of the emotion classification during real time control which could be extended

as further scope of the project. The current offline classification accuracy obtained was

72.1% for subject 1 and 75.7% for subject 2.

47

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