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Emotiv EPOC - 3.2.2 Understanding the Affectiv Panel Display; 3.2.3 Affectiv Suite Detection Details

Emotiv EPOC
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EMOTIV EPOC USER MANUAL | BRAIN COMPUTER INTERFACE TECHNOLOGY
Examples of engaging video game events that result in a peak in the detection are difficult tasks
requiring concentration, discovering something new, and entering a new area. Deaths in a game
often result in bell-shaped transient responses. Shooting or sniping targets also produce similar
transient responses. Writing something on paper or typing typically increase the engagement score,
while closing the eyes almost always rapidly decreases the score.
3.2.2 Understanding the Affectiv Panel Display
The Affectiv Suite panel contains two graph panes displaying the three Affectiv detections
instantaneous and long-term average time scales. The top chart is configured to plot 30 seconds of
data for the Engagement, Meditation and Instantaneous Excitement detections. The bottom chart
defaults to display 5 minutes worth of data for the Long-Term Engagement, Meditation and
Excitement detections. The values that are plotted on the graphs are the output scores returned by
the Affectiv detections.
3.2.3 Affectiv Suite Detection Details
Scoring behavior: In general, the greater the increase in physiological arousal the greater the output
score for the detection.
Instantaneous Excitement is experienced as an awareness or feeling of physiological arousal with a
positive value. Excitement is characterized by activation in the sympathetic nervous system which
results in a range of physiological responses including pupil dilation, eye widening, sweat gland
stimulation, heart rate and muscle tension increases, blood diversion, and digestive inhibition. The
Instantaneous Excitement detection is tuned to provide output scores that more accurately reflect
short-term changes in excitement over time periods as short as several seconds.
Related emotions: titillation, nervousness, agitation
Long-Term Excitement is experienced and defined in the same way as Instantaneous Excitement,
but the detection is designed and tuned to be more accurate when measuring changes in
excitement over longer time periods, typically measured in minutes.
Engagement is experienced as alertness and the conscious direction of attention towards task-
relevant stimuli. It is characterized by increased physiological arousal and beta waves (a well-
known type of EEG waveform) along with attenuated alpha waves (another type of EEG waveform).
The opposite pole of this detection is referred to as “Boredom in EPOC Control Panel and the
Emotiv API; however, please note that this does not always correspond to a subjective emotional
experience that all users describe as boredom.
Related emotions: alertness, vigilance, concentration, stimulation, interest Scoring behavior: The
greater the attention, focus and cognitive workload, the greater the output score reported by the
detection. Examples of engaging video game events that result in a peak in the detection are
difficult tasks requiring concentration, discovering something new, and entering a new area. Deaths
in a game often result in bell-shaped transient responses. Shooting or sniping targets also produce
similar transient responses. Writing something on paper or typing typically increase the
engagement score, while closing the eyes almost always rapidly decreases the score.

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