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Cognitive (2017) 1–49 Copyright © 2017 Society, Inc. All rights reserved. ISSN: 0364-0213 print / 1551-6709 online DOI: 10.1111/cogs.12557

Reading From Mouse Cursor Motions: Approach

Takashi Yamauchi, Kunchen Xiao Department of Psychological and Science, Texas A&M University Received 1 March 2016; received in revised form 5 July 2017; accepted 22 August 2017

Abstract Affective computing research has advanced using facial expres- sions, voices, gaits, and physiological signals, yet these methods are often impractical. This study integrates mouse cursor motion analysis into affective computing and investigates the idea that movements of the cursor can provide about emotion of the computer user. We extracted 16–26 trajectory features during a choice-reaching task and examined the link between emotion and cursor motions. Participants were induced for positive or negative by , film clips, or emotional pictures, and they indicated their emotions with questionnaires. Our 10-fold cross-validation analysis shows that statistical models formed from “known” partici- pants (training data) could predict nearly 10%–20% of the variance of positive and atten- tiveness ratings of “unknown” participants, suggesting that cursor movement patterns such as the area under curve and direction change help infer emotions of computer users.

Keywords: Mouse cursor motion analysis; Affective computing; Choice reaching trajectory; Emotion and

1. Introduction

As the face conveys information about a person’s emotions, do movements of the com- puter cursor inform her emotions? Affective computing research—interdisciplinary research arenas for the design of systems that can recognize, interpret, and simulate human emotions (http://www.acii2015.org/)—has advanced emotion recognition technolo- gies using facial expressions, voices, gaits, and physiological signals (Calvo, D’Mello, Gratch, & Kappas, 2015); yet these methods are costly and cumbersome (e.g., wearing a head gear for an [EEG] measure but see Yamauchi, Xiao,

Correspondence should be sent to Takashi Yamauchi, Department of and Brain Science, Texas A&M University, College Station, TX 77843. E-mail: [email protected] 2 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Bowman, & Mueen, 2015), making them difficult for everyday applications (Calvo & D’Mello, 2010). By integrating the mouse cursor motion analysis method developed by Spivey, Dale, Freeman, and others into affective computing (Dale, Kehoe, & Spivey, 2007; Freeman, Ambady, Midgley, & Holcomb, 2011; Spivey, Grosjean, & Knoblich, 2005; Xiao & Yamauchi, 2014, 2015; Yamauchi, Kohn, & Yu, 2007), this article reports findings from four experiments that suggest that movements of the computer cursor can provide information about emotions of the user.

1.1. Theoretical background

Choice-reaching—reaching a target object by hand or with a relevant tool (the com- puter pointer in this study)—is a dynamic decision-making process. It involves continuous assimilations of the desired location of the hand, relevant motor commands, and feedback signaling the discrepancy between the actual and the desired states (Song & Nakayama, 2009; Spivey, 2007; Wolpert & Ghahramani, 2000). In this process, higher cortical sys- tems make a coarse action plan, and sensorimotor subsystems coordinate the hand move- ment by processing contextual information in real time through three internal models: the forward model, the inverse model, and the forward feedback model (Glover, 2004; The- len, 1995; Wolpert & Ghahramani, 2000; Wolpert, Ghahramani, & Jordan, 1995). Our hypothesis is that emotion influences this coordination process and the interaction between emotion and hand motion can be analyzed in trajectories of the computer cursor in a choice-reaching task. Research in embodied suggests that people’s cognitive, attitudinal, and affec- tive states are expressed in their bodily actions, which in turn invoke affective states (Barsalou, 1999; Barsalou, Niedenthal, Barbey, & Ruppert, 2003). Barsalou’s (1999) per- ceptual symbol systems hypothesis states that off-line cognition arises from a reenactment of sensory and perceptual modules. Neurological motor disorders, such as Parkinson’s disease, support the idea that human emotion can be reflected in cursor motions in a choice-reaching task. The , which a pivotal role in voluntary goal-directed motor control, also aid cognitive and affective coordination through topographically organized neural circuits connecting the cortex and the (i.e., cortico-basao ganglia-thalamocortical circuits, Wichmann & DeLong, 2013). These circuits encompass motor-related areas (e.g., primary motor, sup- plementary motor and primary somatosensory cortices) and the regions that control emo- tion, , and decision making (e.g., orbital and mesial frontal cortices, the anterior cingulate gyrus, the hypothalamsus, and the basolateral ) (Mendoza & Foundas, 2008; Mink, 2008; Wichmann & DeLong, 2013). These circuits are interactive partly due to the involvement of the dopamine , which influences affective, motor, and cognitive activities by modulating in the basal ganglia, the , and the cerebral cortex (Bjorklund€ & Dunnett, 2007; Mendoza & Foundas, 2008). As a result, an imbalance in dopamine in these areas causes many behavioral aberrations of and , cognitive and motivational T. Yamauchi, K. Xiao / Cognitive Science (2017) 3 processing, and decision making. Neurological movement disorders such as Parkinson’s disease and Tourette syndrome are known to be linked to an imbalance in dopamine in the basal ganglia; these motor disorders often accompany cognitive and emotional disrup- tions such as , , and obsessive-compulsive disorder (OCD) (Mink, 2008; Rabey, 2007; Weintraub & Stern, 2007). More than 40% of the people from Tourette syndrome experience symptoms of OCD (Mink, 2008); nearly 60% of patients with Parkinson’s disease suffer from depression, and about 40% of patients have apathy —“a decrease in goal-directed behavior, thinking, and ” (Weintraub & Stern, 2007). Interestingly, depression often precedes motor symptoms of Parkinson’s disease (Rabey, 2007). Given that a considerable amount of integration of emotion, motion, and cognitive con- trol takes place in the neural circuits that link the cortex, the basal ganglia, and the thala- mus (Wichmann & DeLong, 2013), it is likely that subtle disruptions in emotion can be reflected in cursor motions in a choice-reaching task.

1.2. Mouse cursor motion analysis in affective computing and cognitive science

1.2.1. Affective computing

In human–computer interaction research, mouse cursor motion analysis originated in the late when researchers started to compare the performance of different input devices (Accot & Zhai, 1997, 1999; Card, English, & Burr, 1978; MacKenzie, Kauppinen, & Silfverberg, 2001). In the last 15 years, researchers have studied activities of the computer cursor for emotion recognition. Zimmermann et al. (Zimmermann, Gut- tormsen, Danuser, & Gomez, 2003) used a film-based emotion elicitation technique and investigated the impact of and on cursor motion in an online shopping task (N = 76). The study showed that the total duration of cursor movement and the num- ber of velocity changes were related to arousal. However, no evidence linking valence (e.g., positive and negative affects) and cursor activities was corroborated. Kapoor et al. (Kapoor, Burleson, & Picard, 2007) integrated a pressure-sensitive mouse into their multi- channel automatic affect detection system. The researchers measured mean, variance, and skewness of mouse pressure while subjects (middle school students, N = 24) learned to solve a Tower of Hanoi puzzle. The mouse pressure was as discriminable as skin conduc- tance measures for the detection of . Azcarraga and Suarez (2012) evaluated EEG signals and mouse activities (the number of mouse clicks, distance traveled, click duration) during algebra learning using an intelligent tutoring system (N = 25). Emotion prediction rates based solely on EEG were 54%–88%. When mouse activity data were augmented to the EEG data, accuracy rates increased up to 92%, indicating that mouse activity can supply useful information for emotion recognition on top of EEG data. Grimes et al. (Grimes, Jenkins, & Valacich, 2013) used pictures for emotion elicitation and measured mouse cursor motion patterns such as traveled distance, speed, and direction change when participants indicated their valence and arousal with the 4 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Self-Assessment Manikin (SAM) (Bradley & Lang, 1994). They found that high and low arousal as well as positive and negative valence influenced cursor movements such as trav- eled distance and direction change. Hibbeln et al. (Hibbeln, Jenkins, Schneider, Valacich, & Weinmann, 2017) and Sun et al. (Sun, Paredes, & Canny, 2014) employed task-based emotion elicitation and showed that users’ stress and frustration felt in a simple interface manipulation task (e.g., pointing and dragging icons) could be reflected in cursor activities such as traveled distance and direction change (e.g., controlling oscillation of the cursor). Beyond these studies, clear evidence that links cursor activities and emotions is sparse. Scheirer et al. investigated subjects’ mouse clicking patterns (N = 24) during a computer game and showed an association between mouse clicking and frustration (Scheirer, Fer- nandez, Klein, & Picard, 2002). In their study, frustrating events were created by disrupt- ing the activity of the mouse and subjects were required to click a specific grid location to play the puzzle. For this , interpreting their results as evidence linking emotion and cursor motion is not straightforward. Yamauchi and colleagues present several cursor motion studies with a large number of subjects (Yamauchi, 2013; Yamauchi & Bowman, 2014; Yamauchi, Seo, Jett, Parks, & Bowman, 2015). These studies show that cursor motion analysis has the capacity to predict emotional experience of the computer users. However, these studies were correlational and did not employ any emotion elicitation measures. Kaklauskas et al. (Kaklauskas, Krutinis, & Seniut, 2009; Kaklauskas et al., 2011) developed a comprehensive mouse sensor system that evaluates users’ psychological, physiological, and behavioral input for the detection of stress. The system records the location, speed and distance, hand shaking, and force pressure from motions of a mouse. Kaklauskas et al. describe a hypothetical situation in which the system could be applied (hotel ); however, no empirical results linking cursor activities and stress levels have been reported to date. Maehr discusses the relationship between cursor movement and positive/negative emo- tions in his book “eMotion” (Maehr, 2008). Subjects’ (N = 40) cursor movement patterns (precision, click number, movement efficiency, overshot, speed, and clicking duration) were measured while they filled an electronic questionnaire given shortly after subjects viewing movie clips eliciting different emotional states (positive, negative, and neutral states). Unfortunately, the book was also marred with numerous statistical errors (this study was not published at a refereed journal or conference proceeding). In the Mueller and Lockerd (2001), subjects (N = 17) carried out online shopping tasks while their cur- sor activities were tracked. The recorded cursor activities were later reproduced for obser- vational analysis, and the researchers reported “similarities” of cursor activities relative to users’ . Guo and Agichtein (2008) assessed users’ intention in queries from their cursor movement patterns. The researchers judged the “intent of a user” manually and suggested that the average trajectory length of navigational queries was shorter than that of informational queries. However, no statistical analysis was presented in these studies. In summary, these studies all suggest an important link between emotion and cursor motion; yet there are still several critical problems to be clarified. The evidence linking cursor activities and emotion is still flimsy because (1) most studies employ a small T. Yamauchi, K. Xiao / Cognitive Science (2017) 5 number of subjects (mostly N = 15–40), (2) the relationship between cursor motion and emotion is mainly correlational, (3) in some cases no adequate statistical analysis is applied, and (4) in other cases, experiments are simply confounded with other external factors. For example, to examine the relationship between mouse activities and frustra- tion, a frustrating event was generated temporally (e.g., the mouse stopped working prop- erly or the computer took longer to load a wave page; see Hibbeln et al., Scheirer et al., 2002) and the relationship between affects and mouse activities were studied only in this specific task situation. Furthermore, (5) almost all studies investigated broad dimensions of emotion (high/low arousal and positive/negative affect) but no other emotional states (e.g., attentiveness, -assurance, , joviality) have been investigated; (6) the impact of emotion on cursor motion has been studied nearly exclusively in within- subjects conditions (see Hibbeln et al., 2017; Yamauchi & Bowman, 2014, for exceptions).

1.2.2. Cognitive science

In cognitive science, the theoretical foundation of the mouse cursor motion research originated from Michael Spivey’s conceptualization of human cognitive processing (Spi- vey, 2007; Spivey & Dale, 2004). Traditionally, cognitive functions such as reasoning, decision making, and were characterized as an end result of symbol manipulations (Anderson, 1990; Newell, 1980; Simon, 1990). In this view, computational for , decision, and action are denoted as procedures transforming one representational state to another (Marr, 1981). However, Spivey conceptualizes cogni- tive functions as a fluid process where probabilistically weighted perceptual-cognitive processing units interact continuously (p. 88, Spivey & Dale, 2004). Instrumental in Spivey’s continuous cognition theory is a series of experiments that measure goal-directed action and decision making (i.e., a choice reaching task). In a typi- cal choice reaching task, two competing options are pitted against each other (i.e., two alternative forced choice task, 2AFC) and participants are instructed to select one of the choices by clicking a button by the computer mouse. Unlike a traditional 2AFC task where response time and performance accuracy are key-dependent measures, a choice reaching task requires the subject to navigate the computer cursor to select a button. By analyzing the navigational path of the cursor from the initial starting position to the end position, researchers found that a number of trajectory features reveal a continuous inter- action between decision (selecting an option) and action (moving the cursor). In particu- lar, the cursor trajectory features such as AUC (area under the curve) and maximum deviation (the degree of deviations from the straight line connecting the starting position to the end position) have been shown to reflect the observer’s perceptual, cognitive, and social uncertainty and in the decision process (for other motion features, see Hehman, Stolier, & Freeman, 2015). The findings in support of this principle come from a broad range, including perceptual and numerical judgment tasks (Chapman et al., 2010; Song & Nakayama, 2008; Xiao & Yamauchi, 2015, 2017), semantic (Dale, Kehoe, & Spivey, 2007), 6 T. Yamauchi, K. Xiao / Cognitive Science (2017) linguistic judgment (Farmer, Anderson, & Spivey, 2007; Spivey et al., 2005), racial and gender judgment of morphed face pictures (Freeman & Ambady, 2009; Freeman, Pauker, Apfelbaum, & Ambady, 2009), attitudinal ambivalence toward certain topics (e.g., abor- tion) (Schneider et al., 2015; Wojnowicz, Ferguson, Dale, & Spivey, 2009), uncertainty in economic choices (Calluso, Committeri, Pezzulo, Lepora, & Tosoni, 2015), among others. Lately, a number of studies have analyzed psychological parameters that influence cursor trajectories (e.g., inattention reduces AUC and see Xiao & Yamauchi, 2015, 2017).

1.3. Linking emotion to cursor motion

In a typical choice reaching task, the subject is to choose an option by navigating the computer cursor from a starting position to an end position (Fig. 1). To perform this task, both sensorimotor (navigating the mouse) and cognitive (making a choice) components of processing should be integrated. We think that emotion influences these two components and modulates this process. It is known that goal-directed reaching behavior requires continuous sensorimotor deci- sion making, where costs and rewards for motor commands are assessed and remedied (Kording€ & Wolpert, 2004, 2006; Wolpert & Landy, 2012; Wolpert et al., 1995). As in many decision-making problems, sensorimotor “decision making” is influenced by uncer- tainty arising from internal (interoception) and external (extraoception) signals (Orban & Wolpert, 2011). To cope with sensorimotor uncertainties, the system adopts motor strate- gies such as increasing smoothness in a trajectory (Harris & Wolpert, 1998). Interestingly,

Fig. 1. Screen shots of the choice-reaching task. The task was to select which choice figure, left or right, was more similar to the bottom figure. A cursor trajectory is shown on the right panel for an illustrative purpose. T. Yamauchi, K. Xiao / Cognitive Science (2017) 7 cognitive factors—working memory, attention, and cognitive load—mitigate motor strate- gies (e.g., restructuring motor plans in a target-directed reaching task, and see Gallivan, Bowman, Chapman, Wolpert, & Flanagan, 2016; Mattek, Whalen, Berkowitz, & Freeman, 2016; Xiao & Yamauchi, 2015), and emotion intervenes in these sensorimotor coordination processes (Coombes, Janelle, & Duley, 2005). It is well known that emotion influences attention (Dominguez Borras & Vuilleumier, 2013). In visual search experiments, emotional targets are detected faster than neutral tar- gets (Flykt & Caldara, 2006). Attention blink—failure to detect a second target (T2) (e.g., a digit) when a first target (T1) is detected in a sequence—is attenuated when the second target (T2) is emotionally salient (T1 ? emotional T2) (Anderson & Phelps, 2001; De Martino, Kalisch, Rees, & Dolan, 2009; Schwabe et al., 2011). The attenuation of attention blink occurs when the second target (T2) conveys positive as well as negative meanings, suggesting that both positive and negative emotions influence attention. Emotion also consumes attention resources. When the second target (T2) fol- lows an emotionally salient first target (emotional T1 ? T2), attention blink increases (Schwabe et al., 2011), indicating that the attention allocated for the emotional target (T1) reduces the attention resource for the second target. Positively valued stimuli (erot- ica, happy voices, smiling faces) also influence attention and decision making (Schmitz, De Rosa, & Anderson, 2009). Research suggests that positive affects modify styles of such as decision flexibility (e.g., more inclusive categorization) and creative problem solving (Isen & Daubman, 1984; Isen, Daubman, & Nowicki, 1987). These observations suggest that emotion directs, enhances, and consumes attention resources; emotion also alters information processing in decision making (Gallivan et al., 2016). Given that attention plays a critical role in sensorimotor (navigating the mouse) and cognitive (making a choice) components of choice-reaching, we hypothesize that individual differences underlying emotion processing can be inferred by trajectories of the computer cursor in a choice-reaching task. We tested this hypothesis in four experi- ments.

1.4. Overview of the experiments

In our choice-reaching task, participants were presented with a triad of geometric fig- ures on a computer monitor and judged which choice figure, shown at the top-left or top-right corner of the monitor, was more similar to the base figure shown at the bot- tom (Fig. 1). Participants indicated their choice by clicking a “left” or “right” button placed at the top of each choice figure (Gasper & Clore, 2002; Kimchi & Palmer, 1982; Yamauchi, 2013; Yu, Yamauchi, Yang, Chen, & Gutierrez-Osuna, 2010). In each trial, our program recorded the x-y coordinate locations of the cursor position every ~20 ms from the onset of a trial (participants pressing the “Next” button) until the end of the trial (participants pressing an either left- or right-choice button) (Dale et al., 2007; Spivey et al., 2005). 8 T. Yamauchi, K. Xiao / Cognitive Science (2017)

We selected this choice-reaching task because the perception of similarity is one of the most fundamental psychological functions that affect decision making, memory, general- ization, impression formation, and problem solving (Hahn & Ramscar, 2001; Shepard, 1987; Yu et al., 2010). Thus, the basic cognitive underlying our choice- reaching task are likely to speak to more and realistic tasks, such as comparing and selecting consumer products at an online shopping site. Experiment 1 is a correlation study. Participants conducted the choice-reaching task in 96 trials and reported the level of (state-anxiety) with a questionnaire. We investi- gated how well cursor trajectories extracted in the choice-reaching task were correlated with participants’ self-reported anxiety scores. In Experiments 2–4, we assessed the extent to which our cursor motion analysis could infer participants’ emotions. In Experiment 2, we employed a music-based emotion elicitation method (Eich, Ng, Macaulay, Percy, & Grebneva, 2007) and investigated the extent to which positive or negative induced by music could be predicted by cursor motions. In Experiments 3 and 4, we employed a film clip (Gross & Levenson, 1995; Rottenberg, Ray, & Gross, 2007) and pictures (Lang, Bradley, & Cuthbert, 2008), respectively, for emotion elicitation and examined how well cursor trajectory features could predict participants’ emotions (two broad categories of positive and negative affects and their six subcategories—joviality, self-assurance, attentiveness, , fear, and —in Experiment 3, and valence and arousal in Experiment 4).

1.4.1. Measuring emotions

Emotion theorists disagree in the ontological status of emotion: a small number of dis- crete emotions (Ekman & Cordaro, 2011; Panksepp & Watt, 2011), two dimensions of core affect (valence and arousal), appraisal of goal-related changes in the environment (Moors, Ellsworth, Scherer, & Frijda, 2013), and/or motivated action (e.g., approaching or avoiding) (Elliot, Eder, & Harmon-Jones, 2013; Lang & Bradley, 2010) are said to result in a variety of different emotion experiences. Other theorists (Barrett, 2014; Lindquist, 2013; Russell, 2003) suggest that emotions are constructed dynamically from domain-general systems of categorization and predictive inference (Yamauchi, 2009; Yamauchi & Markman, 2000; Yu, Yamauchi, & Schumacher, 2008). In this study, we are agnostic about the ontological status of emotion. However, in examining the relationship between emotion and cursor motion, we take the view of con- structivists’ conceptualization of emotions (Barrett, 2014; Lindquist, 2013; Russell, 2003). We assume that experiences and of emotion are constructed continuously from multiple physiological, cognitive, and behavioral sources, and that self-report, despite its obvious drawbacks, offers one of the most reliable and economical means of measuring emotions (Russell, 2003). The question of “what is emotion” is controversial and there is “little agreement on where emotion stops and its causes and consequences begin” (p. 145, Russell, 2003). In this study, we define “emotions” as affective states, phenomena, and experiences that are derived from a variety of the aforementioned “emotion primitives” (e.g., core affect T. Yamauchi, K. Xiao / Cognitive Science (2017) 9 comprising of good/bad and/or being energized or enervated and/or basic emo- tions such as fear, , sadness, , , ; and see Ekman & Cordaro, 2011; Russell, 2003). Thus, in this study we refer to “emotions” broadly as commonly described by everyday , such as surprise, fear, sad, anxious, excited, etc. In Experiment 1, we used the State-Trait anxiety inventory (STAI) (Spielberger, Gor- such, Lushene, Vagg, & Jacobs, 1983) to measure state anxiety. Fear and anxiety are root causes of many mental disorders (e.g., depression, , borderline personality disorder, autism, and eating and addictive disorders) (LeDoux, 2015); physiological fac- tors that produce individual differences in state-trait anxiety are relatively well known and STAI has been the major assessment instrument for anxiety (Bishop, Duncan, Brett, & Lawrence, 2004; Bishop, Duncan, & Lawrence, 2004; Bishop & Forster, 2013; Etkin et al., 2004).1 In Experiments 2 and 3, we measured positive and negative affects with the Positive and Negative Affect Schedule-Extended (PANAS-X) (Watson & Clark, 1999). Along with two broad dimensions of positive and negative affects, PANAS-X measures affective states with smaller granularity (e.g., fear, sadness, surprise, joviality, self-assurance, attentiveness, and serenity).2 This model assumes a hierarchical character- istic of emotion: Broad positive and negative affects represent valence and the lower level (e.g., joviality, attentiveness, self-assurance, fear, hostility) represents specific contents of the valence (Watson & Clark, 1999). We selected PANAS-X to capture hierarchical char- acteristics of emotion. Panksepp and Watt (2011) suggest that emotions are stratified as they emerge in evolutionary of the brain- development. Emotions in mature are said to exist in mostly secondary and tertiary processes (neocortical interactions with paralimbic and limbic structures), and basic-emotion and dimensional-constructivist approaches can be deemed as different levels of analysis as one considers emotions from this hierarchical perspective. In Experiment 4, we employed the SAM (Bradley & Lang, 1994). This is a classic dimensional aspect of emotion measure. We selected SAM because many publicly available emotion elicitation stimuli (Lang et al., 2008) have been normed by this instrument.

1.4.2. Measuring cursor trajectories

One of the major functions of emotion is to guide action; emotion in this is clo- sely related to motor behavior (Ekman & Cordaro, 2011; Elliot et al., 2013; Lang & Bradley, 2010; Moors et al., 2013). Empirical studies suggest that emotion influences two separate systems of motor behavior, preparation and control (Glover, 2004). For example, induced emotion influences both preparation for force production and force control (Coombes, Cauraugh, & Janelle, 2007a,b; Coombes et al., 2005); force initiation is also shown to be related to trait anxiety; high trait anxiety participants took longer to initiate finger force (pinching a force transducer) as compared to low trait anxiety participants (Coombes, Higgins, Gamble, Cauraugh, & Janelle, 2009). Mouse cursor movement stud- ies suggest that two trajectory features are associated with emotion—trajectory distance and direction change (Grimes et al., 2013; Hibbeln et al., 2017; Sun et al., 2014; 10 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Yamauchi, 2013; Yamauchi & Bowman, 2014; Zimmermann, 2008). For example, in the Sun et al. study, participants performed three quintessential mouse motion tasks (point- and-click, drag-and-drop, steering), and Sun et al. found that motion control features (controlling motion oscillation) were significantly different in the stressful situation and non-stressful situation. Salmeron-Majadas et al. (Salmeron-Majadas, Santos, & Boticario, 2014) examined mouse movement patterns and valence. Participants solved a math prob- lem and indicated their emotion using SAM. They found that the standard deviation of the difference between the traveled distance and the shortest distance between two consecutive button press events was significantly correlated with participants’ valence ratings. On the basis of these studies, this study focused on two trajectory features—attraction (AUC) and zigzag (direction change). Attraction is defined as the area of departure from the straight line connecting the starting position to the end position; zigzag is the number of direction changes with respect to the straight line (Fig. 3). These trajectory features were selected because they have been shown to be significant in cognitive decision mak- ing and motor control (Hehman et al., 2015; Spivey, 2007; Yamauchi, 2013).

2. Experiment 13

2.1. Method

2.1.1. Participant Participants (N = 133; female = 75, male = 58) were undergraduate students partici- pating for course credit.

2.1.2. Materials and procedure The stimuli for the choice-reaching task were 32 triads of geometric figures—two choice figures placed at the two top-corners of the screen and a base figure placed at the bottom-center of the screen (Figs. 1 and 2). Each figure shows an overall shape (either a square or a triangle) with smaller squares or triangles. In each triad, two choice figures placed at the upper two corners of a stimulus frame were similar to the base figure either in their overall shape or local shapes. In total, 16 basic triads were produced by varying the number of local shapes—figures made of 3–4 (level 1), 9–10 (level 2), 15–16 (level 3), or 36 (level 4) local shapes (Fig. 2). In the experiment, 32 triads were produced from the 16 basic triads by swapping the locations of the choice figures and the 32 triads were shown three times, yielding 96 trials of choice reaching for each participant. To start each trial, participants had to press the “Next” button to get a triad stimulus. Participants indicated their responses by pressing the “left” or “right” button (Fig. 1). After their response, the “Next” button appeared again. This cycle repeated 96 times. Note that there were no correct/incorrect answers in this task, and participants were instructed to make a selection based on their personal preference. After completing the T. Yamauchi, K. Xiao / Cognitive Science (2017) 11

Fig. 2. Illustration of stimuli used in the choice-reaching task. Sixteen basic triads were produced by varying the number of local shapes—3 or 4 (level 1), 9 or 10 (level 2), 15 or 16 (level 3), and 36 (level 4) shapes. The task was to judge which choice figure, shown at the top-left or top-right corner of the monitor, was more similar to the base figure shown at the bottom. Choice figures were similar to the base figures in terms of their local shapes or global configuration. choice-reaching experiment, participants received the state anxiety questionnaire (Spielberger et al., 1983) and reported their state-anxiety.

2.1.3. Data analysis By applying the linear interpolation , cursor trajectories of individual trials were standardized into 100 equally spaced time-steps starting from the onset of the first cursor move to the time slice of the final move (at which the choice button, either left or right, was pressed (Dale et al., 2007; Freeman et al., 2009; Spivey et al., 2005; Yamauchi, 2013). For each trajectory, we divided the 100 time-steps into four equal seg- ments and extracted two features—attraction and zigzag (direction change)—separately in each segment (Fig. 3). This segmentation was introduced because evidence suggests that motor planning and motor control are served by separate representation systems and are manifested in the time course of motor behavior: The module for motor planning operates earlier, whereas the module for motor control works later (Glover, 2004). For individual participants, the mean and standard deviations of these features were calculated over 96 trials, yielding 16 predictors (2 features 9 4 segments 9 2 statistical properties (mean, standard deviation). The mean of the trajectory features provides an 12 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 3. Illustrations of (a) attraction and (b) zigzags. For each trial, a single trajectory was standardized into 100 time-steps, which were grouped to four quadrants. Attraction and zigzag were extracted from each quad- rant, and mean and standard deviation of each feature were calculated over 96 trials (1 subject: 2 fea- tures 9 4 quadrants 9 2 statistical moments = 16 data points). unbiased estimate of the central tendency of the population in question. Standard devia- tions of the motion features were also calculated because research in suggests that maintaining stable and fluid motor performance across trials in changing contexts is a major characteristic of expertise in motor performance (Hodges, Huys, & Starkes, 2007); in this process, emotions work as signals for attention resource allocation (Abernethy, Maxwell, Masters, van der Kamp, & Jackson, 2007; Hanin, 2007). In this regard, variability in cursor trajectories across trials is likely to reveal individual differ- ences in emotion processing. In human-computer interaction research, standard deviations of cursor trajectory features (travelled distance, directional change) were shown to be cor- related with arousal and valence (Salmeron-Majadas et al., 2014; Zimmermann, 2008). D’Mello et al. (D’Mello, Dale, & Graesser, 2012) also demonstrated that variability in body motion reflects students’ frustration, anxiety, and during problem solving. We employed linear regression with anxiety scores as the dependent variable and 16 cursor trajectory features as the independent variables (Fig. 3). The values of independent variables (i.e., extracted cursor trajectory properties) and the dependent variable (i.e., observed anxiety scores) were z-normalized so that the mean and standard deviation of each variable were 0 and 1, respectively. For the cursor trajectory analysis, the trials that took more than 6 s were not analyzed and the data of the participants who had less than 85 trials were not included in our analysis. Thus, a total of 11,555 trials (90.1% of the entire trials) were analyzed.

2.1.4. Apparatus We used six desktop (HP de 7900 systems with an E8400 Core 2 Duo 3.0 GHZ processor) and monitors (19-inch wide flat panel display; HP L1908wi) for data col- lection. All participants used the same Dell Optical Mouse with USB connection (Dell 0C8639 USB 2 Button Scrollwheel Optical Mouse). The pointer speed of the mice was set as medium and the resolution of the monitor was fixed as 1,440 9 900. T. Yamauchi, K. Xiao / Cognitive Science (2017) 13

2.2. Results

2.2.1. Anxiety questionnaire data The state-anxiety questionnaire asked participants to indicate their levels of anxiety on a1–4 scale (20 questions). Our questionnaire results showed that female participants reported a higher level of anxiety (M = 2.0, SD = 0.56) than male participants (M = 1.8, SD = 0.46), t(132) = 2.36, p = .02, d = 0.3, 95% CId [À0.04, 0.64].

2.2.2. Linking cursor trajectories to state-anxiety To investigate the relationship between cursor trajectories and self-reported anxiety scores, we applied stepwise regression analysis separately to female (n = 75) and male (n = 58) participants because research shows significant sex differences in cursor move- ments and emotion processing (Bradley & Lang, 2007; Cahill, 2006; Yamauchi, Seo, Choe, et al., 2015; Yamauchi, Seo, Jett, et al., 2015; Yamauchi, Xiao, et al., 2015). For this analysis, the 16 predictors were submitted to a stepwise linear regression with the Akaike Information Criterion for the predictor selection criterion. Cursor trajectory patterns obtained from female participants were moderately correlated with their self-reported anxiety scores; F(2, 72) = 4.81, p = .01, R2 = 0.12 (adjusted R2 = 0.09), Spearman’s q = 0.29; 12% of the variance observed in female participants’ anxiety scores was explained by two predictors. Given male participants, 47% of the vari- ance was explained by seven predictors; F(7, 50) = 6.22, p < .001, R2 = 0.47 (adjusted R2 = 0.39), Spearman’s q = 0.57 (Fig. 4). Overall, two trajectory properties, attraction and zigzag, extracted in the midsections (26–50 & 51–75 time-slices) were particularly important. For male participants, zigzags extracted from 51 to 75th time-steps and 76–100th time-steps were correlated with

Fig. 4. Graphical summaries of two regression analyses. The units of the x-y coordinates of the graphs are standardized “z-scores.” Spearman’s rank correlations (q) between predicted and observed values are shown as a performance index. 14 T. Yamauchi, K. Xiao / Cognitive Science (2017) self-reported anxiety scores (Table 1). Given female participants, attraction taken in the middle section (51–75th time-steps) was critical (Table 1).

2.2.2.1. Assessing the validity of the regression result: To rule out possible over-fitting, we applied a permutation test and estimated how well our step-wise search algorithm would explain random relationships between dependent and independent variables. Specifically, we permutated individual anxiety scores (dependent variable) and tallied how well our predictors (16 cursor trajectory features) could explain randomly shuffled pseudo dependent measures in 1,000 trials. In each trial, our program created “pseudo anxiety scores” by random permutation, carried out the same stepwise regression procedure as described earlier, and calculated rank correlations (q) between predicted and “observed” pseudo anxiety scores. Given the female participants, pseudo q outperformed actual q in only six of 1,000 cases (p = .006). Given the male participants, we found no case in which pseudo q out- performed actual q. Thus, it is unlikely that the observed relationships between cursor tra- jectories and anxiety ratings were due to random over-fitting (Fig. 5).

2.3. Discussion

Cursor trajectory features accounted for about 47% of the variance of the self-reported anxiety scores in male participants. For female participants, the same predictors accounted for about 12% of the variance. The permutation test suggests that it is unlikely that the observed associations between cursor trajectory features and self-reported anxiety scores emerged due to random chance alone. To clarify the relationship between cursor trajectories and emotion further, several problems should be addressed. First, a causal link between emotion and cursor motion should be investigated. The conventional regression analysis employed in Experiment 1 only suggests how well the model can mimic observed data; thus, a causal link between emotion and cursor motion is unknown. Second, Experiment 1 dealt with state-anxiety

Table 1 Coefficients selected by the step-wise regression analysis Female Male Segments MSDM SD Attract 76–100 51–75 .34** 26–50 .51** 1–25 À.29* Zigzag 76–100 À.16# À.81*** .39* 51–75 .77*** 26–50 À.23# .24# 1–25 Note. p*** < .001, .001 ≤ p** < .01, .01 ≤ p*<.05, .05 ≤ p#. T. Yamauchi, K. Xiao / Cognitive Science (2017) 15

Fig. 5. Histograms from permutation tests applied to (a) female and (b) male participants. The values of the dependent variables were randomly permutated and the same statistical analysis (step-wise regression) was applied 1,000 times to calculate rank correlations (Spearman’s q) between predicted and “observed” pseudo anxiety scores. The dashed black lines represent the rank correlations obtained from the actual experiment. only. It is unclear if the cursor motion analysis could be applied to other emotions (e.g., fear, sadness, joviality). Third, the assumption of linearity in the linear regression analysis is unwarranted. There is no a priori reason to postulate that the relationship between tra- jectory features and anxiety scores is linear and we do not know how these features interact. In the next three experiments, we employed music-, film-, and picture-based emotion elicitation methods and investigated the relationship between emotions and cursor motions further with non-parametric regression models (random forest and support vector machine).

3. Experiment 2: Music-based emotion elicitation

Experiment 2 consisted of three parts (Fig. 6). In Part 1, participants listened to happy or sad music while performing the choice-reaching task. In Part 2, participants performed the choice-reaching task without any background music. In Part 3, participants listened to sad or happy music while performing the choice-reaching task. The participants who lis- tened to happy music in Part 1 received sad music in Part 3, and vice versa. Parts 1 and 3 were designed to elicit positive or negative emotions while performing the choice- reaching task. At the end of each part, participants filled the PANAS-X (Watson & Clark, 1999) to report their emotional states during the choice-reaching task. To examine the relationship between cursor motions and emotion, we employed non- parametric regression models (random forest and support vector machine) and evaluated how well cursor trajectory features extracted from the choice-reaching task could predict 16 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 6. (a) The design of Experiment 2. Subjects listened to sad or happy music while performing the choice reaching task (within-subjects design). At the end of each part, they indicated their feelings. Those who lis- tened sad music in Part 1 listened to happy music in Part 3 (and vice versa). (b) Dependent variables were emotion ratings observed in the happy condition minus sad condition, and independent variables were trajec- tory features obtained in the happy condition minus those obtained in the sad condition. elicited emotions with a repeated 10-fold cross-validation method (Kuhn & Johnson, 2013).

3.1. Method

3.1.1. Participants A total of 198 undergraduate students participated in Experiment 2 for course credit. Among them, 21 participants did not complete the experiment; thus, the data from 177 participants (female = 111, male = 66; estimated age = 19–22) were analyzed. No participants participated in both Experiment 1 and Experiment 2.

3.1.2. Materials and procedure The stimuli and procedure for the choice-reaching task were identical to those described in Experiment 1. Participants conducted the same choice-reaching task three T. Yamauchi, K. Xiao / Cognitive Science (2017) 17 times in Parts 1–3 while listening to happy/sad (Part 1) or sad/happy (Part 3) music, or without any background music (Part 2) (Fig. 6). At the beginning of the experiment, all participants were instructed to wear headsets (JVC Flats stereo headphones) and adjust the volume as they liked. In the happy condition, happy music was played through a headset while participants performed the choice-reaching task. In the sad condition, sad music was played throughout the task. In the control condition, no music was given (Table 2). The happy and sad conditions were given in either Part 1 or Part 3. Those who received happy music in Part 1 received sad music in Part 3, and vice versa. The assignment of the order of happy and sad conditions was made randomly for each participant. The control condition was always in Part 2 for all participants. After completing the choice-reaching task in each part, participants reported their emo- tional states (i.e., how they felt when they were conducting the choice-reaching task) with the Positive and Negative Affect Schedule-Expanded (PANAS-X) (Watson & Clark, 1999). The PANAS-X measures two broad classes of positive and negative affects along with 11 subcategories of emotions (fear, sadness, , hostility, , fatigue, sur- prise, joviality, self-assurance, attentiveness, and serenity). In our analysis, we focused on two large categories of positive and negative affects and their six subcategories (joviality, self-assurance, attentiveness, sadness, fear, and hostility) that are directly relevant to our study.

3.1.3. Design The experiment was designed with one between-subjects factor, gender (male, female), and one within-subjects factor, music (happy, sad, control) (Fig. 6). Dependent variables were “changes” in emotion ratings made in the happy condition relative to those made in the sad condition; independent variables were “changes” in the 16 cursor trajectory features collected in the happy condition relative to those in the sad condition (Fig. 6). For example, “changes” in emotion ratings for joviality were calculated by participants’ joviality scores made in the happy condition minus their joviality scores made in the sad condition. Similarly, “changes” in a cursor trajectory feature (e.g., mean attraction values in the 2nd quadrant) were calculated by the value of the feature obtained in the happy condition minus the value of the same feature obtained in the sad condition.

Table 2 Happy and sad music used in Experiment 2 Song Title Composer Length Emotion Waltz of the Flowers Tchaikovsky 6:36 Happy Trepak Tchaikovsky 1:07 Happy Dance of the Flutes Tchaikovsky 2:24 Happy Prelude #4 in E minor Chopin 2:32 Sad Lullaby Stravinsky 3:54 Sad Symphony No. 9 Largo Dvorak 11:51 Sad 18 T. Yamauchi, K. Xiao / Cognitive Science (2017)

3.1.4. Data pre-processing and statistical procedure In extracting cursor trajectory features, we adopted the same data processing procedure as described in Experiment 1. For our regression analysis, random forest (Breiman, 2001) and support vector machine (Boser, Guyon, & Vapnik, 1992; Cortes & Vapnik, 1995) were employed. To obtain conservative estimates of our model performance, no parame- ter tuning was applied (the same default parameters set by R package randomForest [Liaw & Wiener, 2002] and e1071 [Meyer, Dimitriadou, Hornik, Weingessel, & Leisch, 2015] were applied in all analyses). For random forest, the numbers of decision trees were set to a default value of 500; for support vector machine, we employed a radial basis kernel with cost and gamma parameters of 1 and 0.0625 (1/the number of features), respectively. To estimate the efficacy of our statistical models, we applied a repeated 10-fold cross- validation method with Spearman’s rank correlations between predicted and observed val- ues as the performance index. Specifically, we first divided individual data obtained from n participants into 10 disjoint subsets of approximately equal size (about n/10 data points for each subset); nine subsets were used for model training and the remaining subset was used for test. This training-testing operation was implemented for all 10 subsets to esti- mate predicted values for the dataset obtained from the entire participants. We then repeated this cross-validation procedure 10 times with different random partitions to esti- mate model performance. In this manner, we estimated the extent to which our regression models could predict emotion ratings of “unknown” participants from the data obtained from “known” participants (Kuhn & Johnson, 2013).

3.2. Result

3.2.1. Manipulation check To check the validity of our music-based emotion elicitation method, we first exam- ined the differences in PANAS-X ratings in the happy and sad conditions (Fig. 7). As Fig. 7 shows, our music-based emotion elicitation technique was effective for posi- tive emotions but not for negative emotions. Both female and male participants rated pos- itive affect, joviality, self-assurance, and attentiveness significantly higher in the happy condition than in the sad condition; for all positive emotions, t’s > 2.67, p’s < .01. How- ever, this was not the case for negative emotions. Although sadness was rated higher in the sad condition than in the happy music condition (female, t(110) = 3.70, p < .001; male, t(65) = 2.47, p < .05), ratings made to negative affect (female, t(110) = 1.75, p = .08; male, t(65) = 0.71, p = .48), fear (female, t(110) = 0.04, p = .97; male, t (65) = 0.36, p = .72), and hostility (female, t(110) = 1.89, p = .06; male, t(65) = 1.36, p = .18) were not clearly distinguishable between the happy and sad conditions.

3.2.2. Behavioral analysis Although past research indicated that happy mood promotes a “holistic” mode of infor- mation processing (i.e., selecting a globally similar figure over a locally similar figure; Gasper & Clore, 2002), we found no impact of music on the proportions of holistic T. Yamauchi, K. Xiao / Cognitive Science (2017) 19

Fig. 7. Emotion ratings (PANAS-X) obtained in the happy, control, and sad music conditions in (a) female and (b) male participants. p*** < .001, .001 ≤ p** < .01 .01 ≤ p*<.05. choices both in female and male participants: female, F < 1.0; male, F(2, 130) = 1.70, = = 2 = MSE 0.06, p .19, gp 0.03. Music influenced overall response latency in female par- = = < 2 = ticipants; F(2, 14) 10.0, MSE 293,800.1, p .01, gp 0.08 (Fig. 8), but not in male = = = 2 = participants; F(2, 130) 1.45, MSE 729,296.8, p .23, gp 0.02. This influence came from the presence/absence of music (control vs. happy or sad condition) rather than the affective of the music (happy vs. sad conditions). We found no statistical differ- ences in response latency between the sad and happy music conditions: F < 1.0.

3.2.3. Cursor motion analysis Both random forest (RF) and support vector machine (SVM) were able to predict indi- vidual differences in positive emotions elicited by happy music relative to sad music. Our cursor motion analysis was particularly strong for attentiveness and positive affect in both male and female participants (Table 3). The 16 cursor features predicted nearly 25% of the variance of the attentiveness ratings (female, q = 0.52 [RF], 0.45 [SVM]; male, q = 0.49 [RF], 0.48 [SVM]). Our trajectory features were also capable of predicting the changes in positive affect ratings (female, q = 0.38 [RF], 0.38 [SVM]; male, q = 0.43 [RF], 0.35 [SVM]). Overall negative emo- tions were not predicted by the trajectory features (Table 3).

3.2.3.1. Assessing the validity of the prediction performance: How much of these results can be attributed to chance? To address this question, we created pseudo emotion rating scores by randomly shuffling ratings give to positive affect, applied a 10-fold cross vali- dation, and calculated rank correlation (q) between predicted and “observed” pseudo emotion scores in 1,000 simulation trials. This analysis indicates that it is unlikely that the observed relationships between cursor trajectories and emotion ratings emerged by 20 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 8. Summaries of choice patterns (proportions of trials in which participants selected globally similar fig- ures over locally similar figures) in (a) female and (b) male participants and mean response times in (c) female and (d) male participants in Experiment 2. chance alone. Given the female participants, we found no cases in which pseudo q out- performed actual q; given the male participants, pseudo q outperformed actual q only three of 1,000 cases (p = .003) (Fig. 9).

3.2.3.2. Additional analysis: Overall negative emotions were not predicted well by our cursor motion analysis. One reason for this shortcoming could be that our features, focus- ing exclusively on spatial characteristics of trajectories, were simply inappropriate. To investigate this possibility, we added 10 temporal features and examined the extent to which these additional features would improve prediction performance of our statistical models. These 10 additional features were means and standard deviations of initiation time (the elapsed time before the first move) and attraction time in the four segments (cu- mulative durations in milliseconds spent away from the straight line). Adding these tem- poral features improved prediction performance for positive emotions in female participants (Table 4). In positive affect, self-assurance, and attentiveness, q increased by T. Yamauchi, K. Xiao / Cognitive Science (2017) 21

Table 3 Summary of prediction performance in Experiment 2 (16 features) RF p SVM p Female Positive affect 0.38 (0.03) 6.7 9 10À5 0.38 (0.04) 5.2 9 10À5 Joviality 0.25 (0.03) .01 0.34 (0.05) 6.2 9 10À4 Self-assurance 0.16 (0.03) .1 0.22 (0.03) .02 Attentiveness 0.52 (0.01) 9.6 9 10À9 0.45 (0.02) 9.2 9 10À7 Negative affect À0.20 (0.05) .06 À0.21 (0.05) .04 Sadness 0.04 (0.04) .62 0.05 (0.04) .62 Fear À0.04 (0.05) .62 À0.01 (0.04) .73 Hostility À0.04 (0.05) .62 À0.16 (0.05) .12 Male Positive affect 0.43 (0.03) 5.7 9 10À4 0.35 (0.04) 6.4 9 10À3 Joviality 0.30 (0.04) .02 0.12 (0.05) .38 Self-assurance 0.46 (0.02) 1.5 9 10À4 0.34 (0.03) 6.6 9 10À3 Attentiveness 0.49 (0.03) 6.4 9 10À5 0.48 (0.02) 6.4 9 10À5 Negative affect 0.03 (0.05) .77 0.01 (0.04) .82 Sadness 0.03 (0.09) .54 0.15 (0.08) .31 Fear À0.10 (0.06) .48 À0.03 (0.06) .63 Hostility 0.13 (0.06) .36 0.03 (0.05) .67 Note. The numbers in the second and fourth columns represent means of Spearman’s rank correlations between predicted and observed values and those in the third and fifth columns are their corresponding mean p-values obtained from 10-fold cross validation repeated 10 times. Those enclosed in parentheses are standard deviations of correlation scores. The scores with bold type face represent statistically significant correlations after controlling the false discovery rate at q = 0.05 (Benjamini & Hochberg, 1995). RF, random forest; SVM, support vector machine.

0.05 to 0.1 points. In male participants, these additional features did not improve overall prediction performance. Even after adding these temporal features, negative emotions were still not predicted by our models.

3.3. Discussion

Results show strong links between emotion and cursor trajectory features for positive emotions. One potential problem with Experiment 2 is that the observed link between emotion and cursor motion could have been specific to the music-based emotion elicita- tion method. In Experiment 3, we employed a film-based emotion elicitation method and examined the relationship between emotions and cursor motions further.

4. Experiment 3: Film-based emotion elicitation

The design and structure of Experiment 3 were analogous to those described in Experi- ment 2, except that we used film clips for emotion elicitation. As in Experiment 2, Exper- iment 3 consisted of three parts. In each part, participants first saw a film clip for 2 min, 22 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 9. Histograms from permutation tests applied to (a) female and (b) male participants. The values of the dependent variable (positive affect ratings) were randomly permutated and the same statistical analysis (random forest) was applied 1,000 times to calculate rank correlations (Spearman’s q) between predicted and “observed” values. The dashed black lines represent the rank correlations obtained from the actual experiment. rated their feelings afterward, and carried out the choice-reaching task (96 trials) as described in Experiment 1. This cycle was repeated three times with participants viewing different film clips (funny, fearful, or neutral clips) (Fig. 10). At the end of each part, participants reported their feelings with PANAS-X. Unlike Experiment 2, our emotion elicitation was concerned with funny and fearful feelings because a film clip (within 5 min) that evokes sadness in a short period was unavailable.

4.1. Method

4.1.1. Participants A total of 372 undergraduate students participated in the experiment for course credit. Thirteen participants did not complete the experiment, and the data from 369 participants (female = 237; male = 132) were analyzed. No participants who participated in Experi- ments 1 or 2 participated in Experiment 3.

4.1.2. Material and procedure For the film clips, we selected excerpts of three films, When Harry Met Sally (1998), The Grudge (2004), and a mundane winter scene taken from YouTube (https://www.youtube.com/watch?v=-kpEOQWN39s) (Rottenberg et al., 2007) (Table 5). Each clip lasted approximately 2 min. These movie clips were selected from movieclips.com. This website classifies movie clips in terms of related moods, such as T. Yamauchi, K. Xiao / Cognitive Science (2017) 23

Table 4 Summary of prediction performance in Experiment 2 (26 features) RF p SVM p Female Positive affect 0.44 (0.02) 2.7 9 10À6 0.40 (0.02) 1.9 9 10À5 Joviality 0.26 (0.03) .008 0.32 (0.02) .001 Self-assurance 0.35 (0.03) 2.9 9 10À4 0.30 (0.02) .002 Attentiveness 0.57 (0.03) 4.4 9 10À10 0.53 (0.02) 7.9 9 10À9 Negative affect À0.01 (0.05) .69 À0.07 (0.03) .51 Sadness À0.01 (0.06) .68 0.06 (0.05) .53 Fear À0.01 (0.02) .85 0.02 (0.03) .79 Hostility 0.15 (0.04) .16 0.02 (0.04) .64 Male Positive affect 0.40 (0.03) .002 0.37 (0.03) .003 Joviality 0.27 (0.03) .05 0.11 (0.03) .4 Self-assurance 0.46 (0.02) 9.7 9 10À5 0.41 (0.01) 7.4 9 10À4 Attentiveness 0.50 (0.03) 2.8 9 10À5 0.50 (0.04) 3.3 9 10À5 Negative affect 0.01 (0.04) .83 À0.02 (0.03) .8 Sadness 0.001 (0.03) .87 0.20 (0.05) .14 Fear À0.01 (0.03) .68 0.07 (0.08) .49 Hostility 0.25 (0.03) .05 0.17 (0.02) .18 Note. The numbers in the second and fourth columns represent means of Spearman’s rank correlations between predicted and observed values and those in the third and fifth columns are their corresponding mean p-values obtained from 10-fold cross validation repeated 10 times. Those enclosed in parentheses are standard deviations of correlation scores. The scores with bold typeface represent statistically significant correlations after controlling the false discovery rate at q = 0.05. RF, random forest; SVM, support vector machine. fearful, angry, brainy, funny, and sentimental. Shortly after viewing a film, participants rated how they felt when they watched the film using PANAS-X. After reporting their feelings, participants carried out the choice-reaching task in the same way described in Experiment 1.

4.1.3. Data pre-processing and analysis procedure We employed the same data pre-processing and analysis procedure as described in Experiment 2.

4.2. Results

4.2.1. Manipulation check Our film-based emotion elicitation technique was effective in eliciting positive and negative emotions (Fig. 11). Both female and male participants rated positive affect, jovi- ality, self-assurance, and attentiveness significantly higher in the funny condition than in the fearful condition; female, t’s > 3.10, p’s < .01; male t’s > 2.30, p’s < .05. Negative affect, sadness, hostility, and fear were rated higher in the fearful condition than in the funny condition; female, t’s > 5.17, p’s < .001; male, t’s > 4.69, p’s < .001. 24 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 10. A schematic illustration of the design of Experiment 3.

Table 5 Three film clips used in Experiment 3 Category Name Length Portions in the Film Funny When Harry Met Sally 2:06 0:45:21–0:47:25 Fearful The Grudge 2:00 0:05:35–0:07:35 Neutral Winter scene 2:02 0:1:01–0:03:03 T. Yamauchi, K. Xiao / Cognitive Science (2017) 25

Fig. 11. Emotion ratings (PANAS-X) obtained in the funny, control, and fearful film conditions in (a) female and (b) male participants in Experiment 3. p*** < .001, .001 ≤ p** < .01 .01 ≤ p*<.05.

4.2.2. Behavioral analysis Viewing a funny or fearful film clip did not influence overall response patterns both for female and male participants: female, F < 1.0; male, F(2, 262) = 1.01, MSE = 0.04, = 2 = p .37, gp 0.008 (Fig. 12). Film viewing influenced response latency: female, F(2, = = < 2 = = 472) 15.45, MSE 370,237.6, p .001, gp 0.06; male, F(2, 262) 4.29, = < 2 = MSE 337,088.7, p .02, gp 0.03; but response times in the funny and fearful condi- tions were not statistically different; female, F(1, 238) = 1.50, MSE = 660,993.1, p = .22, 2 = < gp 0.006; male, F 1.0.

4.2.3. Cursor motion analysis Table 6 shows the results from cursor motion analysis. In female participants, cursor trajectory features were effective in predicting attentiveness and positive affect. In male participants, changes in cursor trajectories could predict self-assurance to some extent.

4.2.4. Assessing the validity of the prediction performance We assessed the validity of our cursor trajectory analysis in a permutation test as described in Experiment 2. This simulation analysis suggests that it is unlikely that the observed relationships between cursor trajectory features and emotion ratings were due to random error. Given female participants, pseudo q outperformed actual q (positive affect) in only one of 1,000 cases (p = .001). Given male participants, pseudo q outperformed actual q (self-assurance) in only three of 1,000 cases (p = .003) (Fig. 13).

4.2.5. Additional analysis As in Experiments 2, we added 10 temporal features to our models and examined if the models could predict negative emotions. An addition of temporal features improved 26 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 12. Summaries of choice patterns (proportions of trials in which participants selecting globally similar figures over locally similar figures) in (a) female and (b) male participants and mean response times in (c) female and (d) male participants in Experiment 3. predictions of positive affect, self-assurance, attentiveness, and sadness in female partici- pants by 0.1–0.15 points (Table 7).

4.3. Discussion

Using emotional film clips (either funny or scary clips), Experiment 3 investigated the impact of induced emotions on cursor motion in the choice reaching task. Unlike Experi- ment 2 where happy or sad music was played throughout the test task, participants in this experiment viewed a film clip for 2 min before the choice reaching task. Even in this subtle condition, we found that 16–24 trajectory features extracted from the choice reach- ing task were able to predict positive affect and attentiveness in female participants in reasonable accuracy, and self-assurance in male participants to some degree. Together with results from Experiment 2, these findings are consistent with the idea that induced emotion influences movements of the computer cursor in an emotion-neutral judgment task and that by analyzing movements of the computer cursor it is possible to assess T. Yamauchi, K. Xiao / Cognitive Science (2017) 27

Table 6 Summary of prediction performance in Experiment 3 (16 features) RF p SVM p Female Positive affect 0.25 (0.01) 1.3 9 10À4 0.24 (0.02) 2.7 9 10À4 Joviality 0.14 (0.03) .05 0.07 (0.02) .32 Self-assurance 0.09 (0.04) .25 0.11 (0.03) .14 Attentiveness 0.38 (0.02) 3.6 9 10À9 0.32 (0.03) 1.5 9 10À6 Negative affect 0.04 (0.03) .56 0.004 (0.02) .83 Sadness 0.16 (0.02) .01 0.09 (0.04) .23 Fear À0.02 (0.03) .68 À0.01 (0.01) .85 Hostility 0.002 (0.03) .68 À0.08 (0.03) .83 Male Positive affect 0.07 (0.04) .4 0.15 (0.04) .13 Joviality À0.08 (0.03) .38 À0.04 (0.04) .61 Self-assurance 0.25 (0.02) 5.7 9 10À3 0.27 (0.03) 3.0 9 10À3 Attentiveness 0.08 (0.03) .4 0.16 (0.04) .09 Negative affect À0.06 (0.06) .47 À0.03 (0.06) .62 Sadness À0.15 (0.03) .11 À0.03 (0.05) .65 Fear À0.006 (0.04) .73 À0.01 (0.04) .71 Hostility 0.06 (0.04) .46 0.03 (0.03) .66 Note. The numbers in the second and fourth columns represent means of Spearman’s rank correlations between predicted and observed values and those in the third and fifth columns are their corresponding mean p-values obtained from 10-fold cross validation repeated 10 times. Those enclosed in parentheses are standard deviations of correlation scores. The scores with bold type face represent statistically significant correlations after controlling the false discovery rate at q = 0.05. RF, random forest; SVM, support vector machine.

Fig. 13. Histograms from permutation tests applied to (a) female and (b) male participants. The values of the dependent variables were randomly permutated and the same statistical analysis (random forest) was applied 1,000 times to calculate rank correlations (Spearman’s q) between predicted and “observed” values. The dashed black lines represent the rank correlations obtained from the actual experiment. 28 T. Yamauchi, K. Xiao / Cognitive Science (2017) emotion of the computer user. To clarify the relationship between cursor motion and emotion further, Experiment 4 examined what emotion, valence or arousal, influences cursor movement.

5. Experiment 4: Valence and arousal

Several theories of emotion suggest that various emotions, such as frustration, anxiety, or confidence, stem from two fundamental “dimensions”—valence (positive/negative states) and arousal (high/low energized states). An important question is which dimen- sion, valence or arousal, influences cursor motion. One plausible explanation is that arou- sal is the main source. The music and film clips we used for emotion elicitation made people more alert and engaging, and this “alertness” influenced the mobility of the cursor in the choice reaching task. It is also possible that cursor motion and emotion were linked both by arousal and valence. Positive and negative valence is known to influence atten- tion and cognitive control (Dominguez Borras & Vuilleumier, 2013). Although identify- ing the precise mechanism by which emotion influences cursor motion is beyond the scope of this study, it is important to clarify the extent to which our cursor motion analy- sis is responsive to valence and/or arousal.

Table 7 Summary of prediction performance in Experiment 3 (26 features) RF p SVM p Female Positive affect 0.33 (0.02) 9.1 9 10À7 0.28 (0.01) 2.9 9 10À5 Joviality 0.09 (0.01) .2 0.08 (0.01) .26 Self-assurance 0.21 (0.02) .002 0.19 (0.02) .005 Attentiveness 0.45 (0.01) 3.5 9 10À13 0.41 (0.01) 1.8 9 10À10 Negative affect 0.06 (0.03) .41 À0.05 (0.04) .51 Sadness 0.19 (0.02) .005 0.12 (0.03) .1 Fear À0.08 (0.03) .68 À0.05 (0.04) .63 Hostility 0.03 (0.03) .68 0.06 (0.03) .54 Male Positive affect 0.15 (0.03) .4 0.10 (0.03) .3 Joviality À0.10 (0.03) .38 À0.16 (0.04) .09 Self-assurance 0.24 (0.02) .007 0.30 (0.03) 8.0 9 10À4 Attentiveness 0.20 (0.03) .03 0.18 (0.04) .05 Negative affect À0.16 (0.04) .47 À0.08 (0.06) .39 Sadness À0.004 (0.03) .11 À0.04 (0.03) .63 Fear À0.08 (0.03) .73 À0.05 (0.04) .64 Hostility 0.03 (0.03) .46 0.06 (0.03) .54 Note. The numbers in the second and fourth columns represent means of Spearman’s rank correlations between predicted and observed values and those in the third and fifth columns are their corresponding mean p-values obtained from 10-fold cross validation repeated 10 times. Those enclosed in parentheses are standard deviations of correlation scores. The scores with bold type face represent statistically significant correlations after controlling the false discovery rate at q = 0.05. RF, random forest; SVM, support vector machine. T. Yamauchi, K. Xiao / Cognitive Science (2017) 29

In Experiment 4, we employed the International Affective Picture System (IAPS) (Lang et al., 2008) as emotion-elicitation stimuli and addressed this question. The IAPS consists of 1,195 emotionally evocative color photographs and their emotion ratings on three dimensions (arousal, valence, and dominance). Using IAPS’s normed rating scores, we selected 192 pictures (96 stimuli each separately for female and male participants) and induced valence and arousal in different degrees before every choice reaching trial. Participants reported their levels of valence (positive/negative) and arousal (high/low) using the Self-Assessment Manikin (Bradley & Lang, 1994). Immediately after rating, participants conducted a choice reaching trial as described in Experiment 1. This process was repeated 96 times with different IAPS stimuli for emotion elicitation. Using the cur- sor motion patterns extracted from individual choice-reaching trials, we examined the extent to which individual participants’ self-reported valence and arousal (obtained after viewing IAPS pictures) could be predicted from their cursor motion patterns extracted from individual choice reaching trials.

5.1. Method

5.1.1. Participants A total of 194 undergraduate students in Texas A&M University participated in the experiment for course credit. Three participants did not complete the experiment and the data from 191 participants (female = 106; male = 85; estimated age rage = 19–22) were analyzed.

5.1.2. Material The materials used for the choice reaching task were identical to those described in Experiment 1. For emotion elicitation, we selected 192 stimuli from the IAPS separately for female (96 stimuli) and male (96 stimuli) participants according to the normed data published in the manual (see Supplementary Material). Some of the emotion elicitation stimuli selected for female and male participants were not identical. In selecting IAPS pictures, the following procedure was applied. First, we normalized (M = 0, SD = 1) all normed rating data taken separately from female and male respon- dents listed in the manual. on the basis of the z-transformed rating scores, we classified individual pictures as high valence and high arousal (HH), high valence and low arousal (HL), low valence and low arousal (LL), low valence and high arousal (LH), low valence and low arousal (LL), and neutral (N) (Fig. 14). Those in high categories (H) had z-trans- formed rating scores of 0.5 or higher and those in the low categories (L) had z-trans- formed rating scores of À0.5 or lower (Fig. 14). Those in the neutral category (N) had valence and arousal scores between À0.5 and 0.5 (]À0.5, 0.5[). We selected 16 stimuli pseudo-randomly from each of HH, HL, LL, and LH categories with the restrictions that stimuli in each emotion category were statistically consistent with their designated cate- gories. For example, IAPS stimuli that were selected for HH and LH categories were sta- tistically different in their valence ratings (HH vs. LH), but equivalent in arousal ratings (HH vs. LH). Similarly, stimuli that were selected for HH and HL categories were 30 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 14. The distribution of 1,195 International Affective Picture System (IAPS) stimuli in the valence- arousal space. Individual dots represent individual IAPS pictures, and z-transformed valence-arousal rating scores are shown in the x-y axes. Sixty-four emotional stimuli were selected pseudo-randomly from those enclosed in the red dashed squares (in a clockwise, high valence and high arousal—HH, high valence and low arousal—HL, low valence and low arousal—LL, and low valence and high arousal—LH), and neutral stimuli were selected randomly from those in the black rectangular box. Rating scores shown here are aggre- gates of female and male respondents. In our actual selection, rating scores made by female and male respon- dents were assessed separately. statistically different in their arousal ratings (HH vs. HL), but equivalent in valence rat- ings (HH vs. HL) (Fig. 14 and Table 8). Table 8 shows rating values of individual cate- gories. For neutral stimuli, 32 neutral stimuli were selected randomly from the neutral category (N). For emotion elicitation, 96 IAPS stimuli were divided into four blocks of 24 stimuli each (4 blocks 9 24 stimuli = 96 IAPS stimuli). Each block consisted of 16 stimuli taken from four emotion categories (HH, HL, LH, and LL; 4 9 4 = 16) and eight stimuli from the neutral category (1 block = 24 stimuli = 16 emotional stimuli + 8 neutral stimuli). Each block was further divided into four subblocks of six stimuli each (1 block = 24 stimuli = 4 subblocks 9 6 stimuli); each subblock had four emotional stimuli and two T. Yamauchi, K. Xiao / Cognitive Science (2017) 31

Table 8 Z-transformed valence and arousal ratings of the normed data for four emotional (HH, HL, LH, LL) and one neutral (N) categories HH HL LH LL N Female Valence 0.92 0.96 À1.02 À0.89 0.05 Arousal 0.94 À0.85 1.06 À0.83 À0.08 Male Valence 1.07 0.98 À0.82 À0.81 0.02 Arousal 1.06 À0.94 0.96 À0.86 À0.07 Note. All between-category comparisons are significantly different (e.g., HH vs. LH in valence rating) in p’s < 1.0 9 10À10, and all within-category comparisons (e.g., HH vs. LH) were statistically indistinguishable in p’s > .23. The numbers represent Z-transformed (M = 0, SD = 1) rating scores. HH, high valence, high arousal; HL, high valence, low arousal; LH, low valence, high arousal; LL, low valence, low arousal; N, neutral.

Table 9 Allocation of IAPS stimuli

HH HL LH LL 16 sub blocks neutral 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 emotional 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 block 1 2 2 2 2 blocks 4 4 4 4 block 2 2 2 2 2 4 4 4 4 block 3 2 2 2 2 4 4 4 4 block 4 2 2 2 2 4 4 4 4

Note. 96 IAPS stimuli (16 9 4 = 64 emotional pictures and 2 9 4 9 4 = 32 neutral pictures) are divided into four blocks, and each block is divided further into four subblocks (a total of 16 subblocks). One subblock had two neutral pictures and four emotional pictures. One block had 16 emotional pictures that were taken from four emotional categories (HH, HL, LH, LL) and eight neutral pictures. Within each subblock, the order of pre- senting stimuli was randomly determined, and within each block, the order of presenting four subblocks was randomly determined. The order of presenting the four blocks was randomly determined for each participant. neutral stimuli (1 subblock = 4 emotional stimuli + 2 neutral stimuli) (Table 9). For example, subblock HH in Block 1 contained four high-valence-high-arousal stimuli and two neutral stimuli, and subblock LL in Block 1 contained four low-valence-low-arousal stimuli and two neutral stimuli (see Supplementary Material).

5.1.3. Procedure The choice reaching task employed in this experiment was identical to that described in Experiment 1. Unlike Experiment 1, each choice-reaching trial was preceded by an 32 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 15. An illustration of a stimulus presentation cycle. In one cycle, an International Affective Picture Sys- tem picture was shown for 3 s followed by a Self-Assessment Manikin (SAM) rating frame and a choice- reaching trial frame. This cycle was repeated 96 times with different stimuli.

IAPS-based emotion elicitation and rating trial (Fig. 15). In one cycle, the participant first viewed an IAPS picture for 3 s; soon after the picture disappeared from the screen, the participant rated her feeling (valence and arousal) using the SAM. Immediately after the rating trial, a choice-reaching trial was presented, in which the participant judged the sim- ilarity of geometric figures, as described in Experiment 1. This cycle was repeated 96 times with different IAPS stimuli and choice reaching stimuli. Each rating trial and choice reaching trial remained on the screen until the participant made a response. The order of presenting the four blocks of IAPS stimuli was randomly determined for individual participants. Within each block, the order of presenting subblocks (HH, HL, LH, or LL subblock) was determined randomly for individual participants. Within each subblock, the order of presenting elicitation stimuli was fixed across participants: Two neutral stimuli were presented first and four emotional stimuli followed. We adopted this presentation cycle to minimize possible contamination of one emotion category to another. Individual IAPS stimuli (96 in total) were paired with individual choice-reaching trial (96 in total) randomly for each participant.

5.1.4. Design The experiment had a four (elicitation category; HH, HL, LH, LL; within-subjects) x two (elicitation stimuli; emotional, neutral; within-subjects) factorial design. For our actual data analysis, we collapsed the second factor, elicitation stimuli, by subtracting performance for neutral stimuli from that for emotional stimuli. In this manner, one-way ANOVAs (emotion elicitation category; HH, HL, LH, LL) were applied for our behavioral analysis (manipulation check and response pattern). As in Experiments 2 and 3, dependent variables were “changes” in emotion ratings (valence or arousal). For example, “change” in valence ratings was calculated by the par- ticipant’s valence rating for an emotional IAPS picture (e.g., an erotic picture with high valence and high arousal value) minus her valence rating for a neutral IAPS picture in the same subblock (e.g., a mundane park scene). Similarly independent variables were T. Yamauchi, K. Xiao / Cognitive Science (2017) 33

“change” in a cursor trajectory feature. For example, “change” in a cursor trajectory fea- ture (e.g., AUC) was calculated by the difference in trajectories made immediately after viewing an emotional IAPS picture (e.g., erotic picture) and viewing neutral IAPS picture (e.g., a mundane park scene) in the same subblock. To examine the prediction performance of our cursor analysis, we calculated AUC and zigzag (direction change) in the four temporal segments in each trial. Thus we had eight features (4 AUC scores and 4 zigzag scores obtained from the four segments in each trial). The prediction capability of these extracted features was tested for individual participants separately by applying repeated 10-fold cross validation 10 times for each participant.

5.2. Results

5.2.1. Manipulation check Our IAPS-based emotion elicitation was successful for valence; female, = = < 2 = = F(3, 315) 293.3, MSE 1.25, p .001, partial gp 0.74; male, F(3, 252) 234.2, = < 2 = = MSE 1.04, p .001, partial gp 0.74; and arousal, female, F(3, 315) 99.6, = < 2 = = = < MSE 1.17. p .001, partial gp 0.49; male, F(3, 252) 92.5, MSE 1.4. p .001, 2 = partial gp 0.52. Relative to neutral stimuli, significantly higher valence ratings were obtained in the high valence stimuli (HH and HL) than in low valence stimuli (LH and LL) (for all pair-wise comparisons between (HH, HL) and (LH, LL), t’s > 15.0, p’s < 2.0 9 10À33); significantly higher arousal ratings were obtained in high arousal stimuli (HH and LH) than in low arousal stimuli (HL and LL) (for all pair-wise compar- isons between (HH,LH) and (HL,LL), t’s > 8.5, p’s < 3.1 9 10À14 (Fig. 16 and Table 10). Our rating data also revealed that valence and arousal ratings were not completely independent. In female participants, participants made significantly higher valence ratings to high arousal stimuli (HH) than low arousal stimuli (HL); valence ratings for HH ver- sus HL stimuli, t(105) = 4.3, p < 4.4 9 10À5. Similarly, our female participants made higher arousal ratings to low valence stimuli (LH) than to high valence stimuli (HH); arousal ratings for LH versus HH, t(105) = 4.3, p < 3.5 9 10À5. In contrast, male partic- ipants gave higher arousal ratings to high valence stimuli (HH) than to low valence stim- uli (LH); t (84) = 2.8, p < .007. These results suggest that our emotion elicitation method was generally effective, but valence and arousal ratings were not completely independent and female and male partic- ipants were influenced differently by arousal.

5.2.2. Response patterns As in Experiments 2 and 3, we found no impact of emotion on the degree of holistic responses in choice-reaching trials. The proportion of holistic responses (proportion of tri- als participants selecting globally similar figure over locally similar figure) were statisti- cally indistinguishable among the four emotion conditions both in female and male participants; F < 1.0 (Fig. 17). 34 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 16. Mean valence and arousal rating scores in Experiment 4. Rating scores are shown separately for emotion and neutral elicitation stimuli in each emotion category (HH, high valence/high arousal; HL, high valence/low arousal; LH, low valence/high arousal; LL, low valence/low arousal). In our actual data analysis, we calculated “relative” rating scores by subtracting ratings made to neutral elicitation stimuli from those to emotion elicitation stimuli. (a) and (b) show mean valence ratings by female and male participants, respec- tively, and (c) and (d) show mean arousal ratings by female and male participants, respectively. The error bars represent two standard error units.

For response latency, we found significant impacts of emotion on response times in choice reaching trials in both female and male participants; female; F(3, 315) = 5.83, = < 2 = = = MSE 297,643.5, p .01, partial gp 0.05; male, F(3, 252) 3.71, MSE 251,281.3, < 2 = p .05, partial gp 0.04 (Fig. 17). Relative to the neutral condition, choice-reaching tri- als made after HL, LH, LH, and LL stimuli were significantly shorter than those made after the HH elicitation stimuli; female participants for all pair-wise comparisons [HH vs. Table 10 Relative ratings given to emotionally loaded IASP stimuli Valence Arousal HH HL LH LL HH HL LH LL

Female Xiao K. Yamauchi, T. M (SD) 1.9 (1.3) 1.4 (0.9) À1.7 (1) À1.5 (0.9) M (SD) 1 (1.1) À0.6 (1.2) 1.2 (1.3) À0.9 (0.9) t-score HH HL LH LL HH HL LH LL HH 4.3 17.8 19.0 HH 8.8 4.3 11.7 HL 18.8 21.5 HL 9.5 4.8 LH 1.4 LH 15.2 p-value HH HL LH LL HH HL LH LL À5 À33 À36 À14 À5 À21 HH 4.4 9 10 2.0 9 10 9.2 9 10 HH 3.1 9 10 3.5 9 10 9.1 9 10 / À À À À (2017) Science Cognitive HL 2.3 9 10 35 3.0 9 10 40 HL 8.3 9 10 16 5.3 9 10 6 À LH 0.16 LH 2.3 9 10 28 Male M (SD) 1.4 (1.0) 1.5 (1.0) À1.7 (1.1) À1.2 (0.8) M (SD) 1.5 (1.0) À0.9 (1.2) 1.1 (1.3) À0.7 (0.9) t-score HH HL LH LL HH HL LH LL HH 1.0 15.8 16.8 HH 13.4 2.8 12.8 HL 16.6 18.4 HL 8.6 0.9 LH 3.8 LH 10.1 p-value HH HL LH LL HH HL LH LL À À À À HH 0.33 6.7 9 10 27 1.3 9 10 28 HH 1.8 9 10 22 0.007 1.9 9 10 21 À À À HL 2.9 9 10 28 3.2 9 10 31 HL 4.1 9 10 13 0.38 À LH 0.0003 LH 3.0 9 10 16 Note. Mean (M), standard deviation (SD), t-scores, and p-values of “relative” rating scores. For example, “relative mean valence rating scores” in the HH categories were calculated by the mean ratings given to emotional stimuli minus the mean ratings given to neutral stimuli presented in the same subblock. 35 36 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 17. Proportions of holistic responses for (a) female and (b) male participants and mean response times for (c) female and (d) male participants. The error bars represent two standard error units.

(HL, LH, LH)], t(105) > 2.80, p < .006; male participants for all pair-wise comparisons [HH vs. (HL, LH, LH)], for all comparisons, t(85) > 2.70, p < .009. These discrepancies in response times were largely due to long response times observed after the neutral stim- uli in the HL, LH, and LL elicitation stimuli as compared to HH elicitation stimuli (Fig. 17). Given female participants, emotion elicitation stimuli in the HH condition (emotion-HH) resulted in significantly shorter response times in subsequent choice reach- ing trials following emotion elicitation stimuli in the LL (emotion-LL) condition; T. Yamauchi, K. Xiao / Cognitive Science (2017) 37 t(105) = 3.01, p < .02 (Bonferonni). For male participants, this comparison was not sig- nificant; t(84) = 1.35, p > .15. These results suggest that emotion elicitation stimuli impacted response latency and the impact of emotion elicitation lasted longer than we estimated.

5.2.2.1. Cursor motion analysis: As in Experiments 1–3, the trials that took more than 6 s were not analyzed and the data of the participants who had less than 85 trials (90% of the trials) were not included in our analysis. Thus, we analyzed the data from 100 female and 80 male participants (94.1% of the entire participants). We applied random forest and support vector machine for individual participants sepa- rately, and we examined the prediction performance of our cursor motion analysis for each participant (Fig. 18). This analysis revealed that valence was predicted by random forest regression quite well both in female and male participants (female, median rank correlation = 0.33, p = .009; male, median rank correlation = 0.31, p = .01) (Table 11). A random permutation test (10-fold cross validation were repeated 100 times for each participant with randomly permutated dependent variables) indicated that the pseudo pre- diction performance exceeded the actual prediction performance of 0.33 only 1.2% of the cases (119 of 10,000 cases exceeded the median rank correlation of 0.33) in female par- ticipants and 2.0% of the cases (163 of 8,000 cases exceeded the median rank correlation of 0.31) in male participants (Table 11). Support vector machine (SVM) was not very effective in this analysis (female, median rank correlation = 0.17, p = .17; male, median rank correlation = 0.12, p = .21). We sus- pect that SVM suffered because there were not enough cases (64/participant), and SVM is known to be susceptible to small sample size and subtle parameter changes as com- pared to random forest (Breiman, 2001). Note that we did not apply any parameter tuning in our analysis to obtain conservative estimates for the validity of our analysis. Prediction performance for arousal ratings was reasonably well in female participants (median rank correlation = 0.24, p = .06) and male participants (median rank correla- tion = 0.27, p = .03). Random permutation analyses showed that the pseudo prediction performance exceeded the actual prediction performance of 0.24 only 4.4% of the cases (442 of 10,000 cases exceeded the median rank correlation of 0.24) in female participants and 2.9% of the cases (229 of 8,000 cases exceeded the median rank correlation of 0.27) in male participants. As in valence, support vector machine did not show good performance for arousal (fe- male, median rank correlation = 0.10, p = .28; male, median rank correlation = 0.13, p = .13).

5.2.2.2. Additional analysis: As in Experiments 2 and 3, we added five temporal features (initiation time and attraction time in the four segments) to our models and reanalyzed the data. Adding temporal features did not improve prediction performance of random forest for valence (female, median rank correlation = 0.32, p = .01; male, median rank correlation = 0.31, p = .01) and arousal (female, median rank correlation = 0.25, p = .05; male, median rank correlation = 0.25, p = .05). Prediction performance of support vector 38 T. Yamauchi, K. Xiao / Cognitive Science (2017)

Fig. 18. Spearman’s rank correlations between observed and predicted ratings for valence (a) and arousal (b). Each bar represents individual participants’ prediction performance obtained from a repeated 10-fold cross validation. Predicted ratings were generated by random forest. machine improved slightly for valence (female, median rank correlation = 0.21, p = .10; male, median rank correlation = 0.18, p = .12) and arousal (female, median rank correla- tion = 0.15, p = .18; male, median rank correlation = 0.16, p = .16).

5.3. Discussion

Cursor motion analysis applied to individual participants suggests that individual par- ticipants’ valence ratings can be predicted well by random forest regression, and their arousal ratings can also be predicted by random forest to some extent. Because valence T. Yamauchi, K. Xiao / Cognitive Science (2017) 39

Table 11 Prediction performance RF p SVM p Female Valence 8 features 0.33 .009 0.17 .17 13 features 0.32 .01 0.21 .1 Random À0.05 .34 À0.05 .32 Arousal 8 features 0.24 .06 0.1 .28 13 features 0.25 .05 0.15 .18 Random À0.05 .35 À0.05 .32 Male Valence 8 features 0.31 .01 0.12 .21 13 features 0.31 .01 0.18 .12 Random À0.05 .33 À0.05 .32 Arousal 8 features 0.27 .03 0.13 .19 13 features 0.25 .05 0.16 .16 Random À0.05 .34 À0.05 .32 Note. Prediction performance for female and male participants with eight features (attraction (1, 2, 3, 4), zigzag (1, 2, 3, 4)), 13 features (attraction (1, 2, 3, 4), zigzag (1, 2, 3, 4), inception time, attraction time (1, 2, 3, 4)). All the numbers are median values. For the random entry, the dependent variables (i.e., normalized valence and arousal scores) were randomly permuted, and a 10-fold cross validation were repeated 100 times for each participant. Random permutation was made in each iteration (100 times for each participant). and arousal ratings were not completely independent, it is still unclear whether cursor motion and emotion were linked primarily by valence or arousal. Nonetheless, results from Experiment 4 make it clear that the link between emotion and cursor motion cannot be explained solely by arousal.

6. General discussion

Results from four experiments suggest that mouse/cursor motion trajectories extracted from choice reaching trials provide information about emotion, and fine-tuned analyses of motion trajectories can help infer emotions of computer users. In Experiment 1, participants conducted the choice-reaching task in 96 trials and indi- cated their emotion on the STAI. We analyzed how well cursor trajectories extracted from the choice-reaching task were correlated with participants’ self-reported state anxi- ety scores. Results revealed significant associations between trajectory features and state anxiety. Experiment 2 examined the direct link between emotion and cursor motion using a music-based emotion elicitation method. Participants performed the similarity judgment task (96 trials) in three separate segments while listening to happy/sad (Segment 1) or sad/happy (Segment 3) music, or without any background music (Segment 2). Using a repeated 10-fold cross-validation method, we estimated how well statistical models formed from “known” participants (training data) could predict emotions of “unknown” participants (test data). Results indicated that changes in emotion induced by happy and 40 T. Yamauchi, K. Xiao / Cognitive Science (2017) sad music could be inferred from changes in cursor motions collected in the happy and sad music conditions. In Experiment 3, we employed a film-based emotion elicitation method. Participants watched a funny or scary film clip before conducting the choice- reaching task; we examined how well our cursor motion analysis could predict emotions elicited by funny and fearful film clips. In Experiment 4, we induced two dimensions of emotion—valence and arousal—using the IAPS, and we investigated how well our cursor trajectory analysis could estimate individual participants’ valence and arousal ratings col- lected in each choice-reaching trial. Even with this subtle manipulation, our cursor motion analysis was able to predict individual participants’ valence arousal ratings well. Note that our cursor motion analysis method was quite robust. Our analysis method was able to detect emotions elicited in different modalities—music (Experiment 2), film clips (Experiment 3), and pictures (Experiment 4); the method was also sensitive to emo- tions that were induced continuously (Experiment 2), a few seconds earlier (Experiment 4), or a few minutes before (Experiment 3). Positive emotions as well as levels of atten- tion can be estimated across individual participants; two fundamental dimensions of emo- tion—valence and arousal—can also be assessed for individual participants. Taken together, these results suggest that cursor trajectory analysis in choice reaching trials pro- vides information about the computer user. We tentatively suggest that attention modulates the link between emotion and cursor motion—elicited emotion influences attention, and modified attention impacts both cog- nitive (making a selection) and sensorimotor (navigating the mouse) components of choice reaching. Goal-directed reaching behavior involves dynamic sensorimotor feed- back (Wolpert & Ghahramani, 2000; Wolpert & Landy, 2012). Attention influences this sensorimotor “decision making” process (Orban & Wolpert, 2011), and emotion is likely to modulate attention. Consistent with this proposal, we found in Experiments 2 and 3 that attentiveness ratings were predicted by our cursor motion analysis accurately. Since the advent of Spivey’s continuous cognition theory (Spivey, 2007; Spivey & Dale, 2004) and Freeman’s methodological innovation (Freeman & Ambady, 2010), many productive research projects have flourished. Two major findings in this line of research are that (1) decision making (e.g., evaluating options) and action (making a choice) unfold continuously in parallel, and (2) psychological uncertainty underlying perceptual, cognitive, and social judgment can be captured in spatial and temporal properties of motion paths. Our results extend these findings with new information that cursor motion trajectories in choice reaching reveal not only decision uncertainty but also individual variability in emotional experiences and mouse cursor motion analysis provides a tool for deciphering individual differences in emotion processing.

6.1. Individual differences in emotion processing

We propose that the mouse cursor tracking method is particularly suited for decipher- ing individual differences, as individual differences in emotion processing stem from many different sources, including physiological (Bishop & Forster, 2013; Bishop, T. Yamauchi, K. Xiao / Cognitive Science (2017) 41

Duncan, Brett, et al., 2004; Bishop, Duncan, & Lawrence, 2004; Etkin et al., 2004; Hariri, 2013), cognitive (Mukherjee, 2010; Paulus & Angela, 2012), social, and cultural factors (Aldao, Nolen-Hoeksema, & Schweizer, 2010; Gross & John, 2003). According to Barrett’s situated conceptualization of emotion, emotions and their regulation occur continuously as an ongoing process of giving to sensory, motor, affective, and social information that the brain receives. In this view, emotion “sad,” for example, corresponds to a dynamically processed distributed brain state and its changes over time (Barrett & Simmons, 2015; Barrett, Wilson-Mendenhall, & Barsalou, 2013). In this approach, the mind is a dynamic prediction machine, in which an inference is made by continuously updating incoming sensory inputs with top down expectations; here, inputs not only come from the external sources (extero- ceptive sensations) but also from one’s own body (heart rate, inflammation, muscle contraction) (Barrett & Simmons, 2015; Clark, 2013). To capture this dynamic interac- tions among interaception and extraception, we think that a mouse cursor motion anal- ysis offer unique windows in untangling individual variability underlying emotion processing as it reflects dynamic interactions between action and decision (Spivey, 2007; Wolpert & Landy, 2012).

6.2. Mouse cursor motion analysis for affective computing

The idea that emotion influences bodily motions, such as gesture, posture, and key , has been investigated in the affective computing arena (D’Mello & Graesser, 2010; Epp, Lippold, & Mandryk, 2011; Glowinski & Mancini, 2011; Thrasher, Van der Zwaag, Bianchi-Berthouze, & Westerink, 2011). Other studies examined the relationship between cursor motions and emotion. This study extends these findings by showing that people’s emotional states can be revealed in the subtle movements of computer cursors in a simple choice-reaching task and fine-tuned cursor trajectory analysis provides a tool for emotion recognition. We employed a large number of participants (n > 130), extracted 16–26 cursor trajectory features that involve space and time of cursor locations during a choice-reaching task, and demonstrated that induced emotions give rise to altered cursor trajectory patterns—statistical models constructed from one group of subjects can be applied to estimate positive feelings and attentiveness of different subjects with reason- able accuracy. One advantage of cursor trajectory analysis in affective computing is its versatility. Because cursor motions are subtle, unobtrusive, inexpensive, and ubiquitous, this tech- nique can be integrated into existing multimodal user interfaces relatively easily. Because cursor motions are subtle, it is less likely to trigger motion-based noise in physiological measures (e.g., EEG); because the processing cost of cursor motion is minimal, it can be fused into more computationally intensive methods, for example, face- or voice-based affective computing. In addition, because cursor motions are ubiquitous, it can be scaled up in the mass market where the adoption of extraneous gears, such as EEG headsets, is an obstacle (e.g., computer-assisted on-line learning). 42 T. Yamauchi, K. Xiao / Cognitive Science (2017)

6.3. Limitations and future directions

It should be noted that our cursor motion analysis can be specific to the task employed in this study. The generality of our method should be vetted in different contexts. It is also unknown how much additional information can be gained from cursor motion analy- sis in emotion recognition on top of other well-established methods, for example, facial expressions and physiological measures. In our experiments, a relatively large number of trials were used (96 trials) to identify relevant trajectory features (e.g., mean and standard deviations of features). In a future study, it is critical to identify the minimum number of trials necessary for the identification of these features. Although our cursor motion analysis was effective in assessing positive emotions (e.g., positive affect, attentiveness, self-assurance), our procedure did not respond to negative emotions (e.g., negative affect, sadness, hostility) in Experiments 2 and 3. We do not have a clear explanation for this limitation. Future studies should shed light on this issue.

7. Conclusion

Since Spivey and colleagues (Spivey et al., 2005) introduced mouse cursor motion analysis for dynamic decision-making process underlying lexical judgment, this research tool proved to be extremely effective to study the continuous nature of semantic, social, and cognitive decision making (Yamauchi, Leontyev, & Wolfe, 2017). Lately, cursor motion analysis is shown to be effective for uncovering subliminal processing underlying semantic priming (Xiao & Yamauchi, 2014, 2015, 2017). This study adds another impor- tant capacity to mouse cursor motion analysis as an affective computing tool. Cursor motion not only reveals dynamic information processing pertaining to cognitively, socially, and semantically discordant choices, but it also reflects subtle emotional states of computer users. We suggest that fine-tuned mouse cursor analysis helps uncover the intervention of emotion, motion, and attention.

Notes

1. Test-retest reliability for state-anxiety scales for college students in a 20 days inter- val was r = .54 (male, n = 38) and r = .27 (female, n = 75), and alpha coefficients for state-anxiety scales for college students were 0.91 (male, n = 324) and 0.93 (fe- male, n = 531). 2. The medians of the alpha coefficients for positive and negative scales are .87, respectively, and the median of the intercorrelations of the two scales are À.17. The median test-retest reliabilities obtained from two broad affects and 11 specific affects measured by correlations of scale scores measured in a 2-month retest inter- val with 399 subjects is .59. T. Yamauchi, K. Xiao / Cognitive Science (2017) 43

3. Part of the data described in Experiment 1 were presented at the annual conference of the Cognitive Science Society (CogSci’15) (Yamauchi, Seo, Choe, Bowman, & Xiao, 2015).

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Supporting Information

Additional Supporting Information may be found online in the supporting information tab for this article: Supplementary Material. Identification numbers and descriptions of IAPS stimuli used in Experiment 4.