Emotion recognition with deep learning using GAMEEMO data set

dc.contributor.authorAlakus, T. B.
dc.contributor.authorTurkoglu, I.
dc.date.accessioned2026-08-12T17:06:28Z
dc.date.issued2020
dc.departmentFırat Üniversitesi
dc.description.abstractEmotion recognition is actively used in brain-computer interface, health care, security, e-commerce, education and entertainment applications to increase and control human-machine interaction. Therefore, emotions affect people's lives and decision-making mechanisms throughout their lives. However, the fact that emotions vary from person to person, being an abstract concept and being dependent on internal and external factors makes the studies in this field difficult. In recent years, studies based on electroencephalography (EEG) signals, which perform emotion analysis in a more robust and reliable way, have gained momentum. In this article, emotion analysis based on EEG signals was performed to predict positive and negative emotions. The study consists of four parts. In the first part, EEG signals were obtained from the GAMEEMO data set. In the second stage, the spectral entropy values of the EEG signals of all channels were calculated and these values were classified by the bidirectional long-short term memory architecture in the third stage. In the last stage, the performance of the deep-learning architecture was evaluated with accuracy, sensitivity, specificity and receiver operating characteristic (ROC) curve. With the proposed method, an accuracy of 76.91% and a ROC value of 90% were obtained.
dc.identifier.doi10.1049/el.2020.2460
dc.identifier.issn0013-5194
dc.identifier.issn1350-911X
dc.identifier.issue25
dc.identifier.orcid0000-0003-3136-3341
dc.identifier.orcid0000-0003-4938-4167
dc.identifier.scopus2-s2.0-85098915326
dc.identifier.scopusqualityQ3
dc.identifier.urihttps://doi.org/10.1049/el.2020.2460
dc.identifier.urihttps://hdl.handle.net/11508/49259
dc.identifier.volume56
dc.identifier.wosWOS:000604957700004
dc.identifier.wosqualityQ4
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherWiley
dc.relation.ispartofElectronics Letters
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_WoS_20260511
dc.subjectlearning (artificial intelligence)
dc.subjecthuman computer interaction
dc.subjectemotion recognition
dc.subjectelectroencephalography
dc.subjectdecision making
dc.subjectmedical signal processing
dc.subjectentropy
dc.subjectemotion recognition
dc.subjectbrain-computer interface
dc.subjecthealth care
dc.subjecteducation
dc.subjectentertainment applications
dc.subjecthuman-machine interaction
dc.subjectabstract concept
dc.subjectinternal factors
dc.subjectelectroencephalography signals
dc.subjectemotion analysis
dc.subjectEEG signals
dc.subjectpositive emotions
dc.subjectnegative emotions
dc.subjectGAMEEMO data set
dc.subjectdeep learning
dc.titleEmotion recognition with deep learning using GAMEEMO data set
dc.typeArticle

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