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Spatiotemporal EEG-Based Emotion Recognition Using SAM Ratings from Serious Games with Hybrid Deep Learning

2025-08-28 · Abdul Rehman, Ilona Heldal, Jerry Chun-Wei Lin arxiv

Recent advancements in EEG-based emotion recognition have shown promising outcomes using both deep learning and classical machine learning approaches; however, most existing studies focus narrowly on binary valence prediction or subject-specific classification, which limits generalizability and deployment in real-world affective computing systems. To address this gap, this paper presents a unified, multigranularity EEG emotion classification framework built on the GAMEEMO dataset, which consists of 14-channel EEG recordings and continuous self-reported emotion ratings (boring, horrible, calm, and funny) from 28 subjects across four emotion-inducing gameplay scenarios. Our pipeline employs a structured preprocessing strategy that comprises temporal window segmentation, hybrid statistical and frequency-domain feature extraction, and z-score normalization to convert raw EEG signals into robust, discriminative input vectors. Emotion labels are derived and encoded across three complementary axes: (i) binary valence classification based on the averaged polarity of positive and negative emotion ratings, and (ii) Multi-class emotion classification, where the presence of the most affective state is predicted. (iii) Fine-grained multi-label representation via binning each emotion into 10 ordinal classes. We evaluate a broad spectrum of models, including Random Forest, XGBoost, and SVM, alongside deep neural architectures such as LSTM, LSTM-GRU, and CNN-LSTM. Among these, the LSTM-GRU model consistently outperforms the others, achieving an F1-score of 0.932 in the binary valence task and 94.5% and 90.6% in both multi-class and Multi-Label emotion classification.

📄 PDF Abstract BibTeX arXiv:2508.21103

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Emotion ClassificationEmotion Recognition

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