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IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016
Copyright ISSN (Print): 2204-0595
© Costadopoulos 2016 19 ISSN (Online): 2203-1731
Emotional Intelligence via Wearables
A method for detecting frustration
Nectarios Costadopoulos
School of Computing and Mathematics
Charles Sturt University
Australia
ncostadopoulos@csu.edu.au
Abstract—The research discussed in this paper is part of a
pilot study in the use of wearable devices incorporating
electroencephalogram (EEG) and heartrate sensors to sense for
the emotional responses closely correlated to frustration when
performing certain tasks. For this study the methodology used a
combination of puzzle, arcade style game and a meditation apps
to emulate a task based environment and detect frustration and
satisfaction emotions. Preliminary results indicate that degree of
task completion has an effect on emotions and can be detected by
EEG and heartrate changes.
Keywords—emotional intelligence; wearable devices; EEG;
ECG; EQ; heart rate; electroencephalogram
I. INTRODUCTION
Humans have innate Emotional Intelligence (EQ) skills,
which are taken for granted. In social situations, we use our
senses to collect information from our surroundings, especially
how our fellow humans are feeling. The work discussed in this
paper is part of a pilot research to investigate the potential use
of wearable devices such electroencephalogram (EEG)
headsets and consumer heartrate sensors to detect emotions
related to frustration when undertaking research from an EQ
perspective. Wearable devices that detect emotions can have
applications in the field of emotional intelligence (EQ) where
self-awareness and that of others emotions is critical for a
productive work environment. In the following sections a short
literature review is conducted into prior work of emotional
detection, with a discussion of the methodology used in this
work and the preliminary findings so far.
II. LITERATURE REVIEW OF THE EMOTIONAL INTELLIGENCE
AND WEARABLES
As humans we all possess in various degrees EQ. The EQ
level is related to how quickly “emotional individuals...who
experience feeling clearly and who are confident about their
abilities to regulate their affect, seem to be able to repair their
moods quickly and effectively” [1]. Bradberry [2] breaks down
this form of intelligence into personal and social competence.
The competence aspect provides the ability to sense our own
emotional state and those of other people which can help with
our social interactions. In business this aspect of EQ can create
cooperative teams and improve productivity.
The EQ field has its roots in psychology and relies heavily
on qualitative instruments such as questionnaires and
interviews to solicit information about a subject’s state of
mind. A key drawback of self-report EQ measures such as
questionnaires reflect perceived rather actual performance, for
example Brackett et al. (2006) cited in [3] found that “around
80% of people believe that they are among the 50% most
emotionally intelligent people”.
Even with objective observations of subjects the task is
never clear cut, psychologists understand as part of their
tradition that people have a poker face they present to the
world, people want to be accepted therefore they hide inner
emotions, and sometimes their ego has a huge effect on
subjects reporting on their true emotions [4].
Therefore objective sensing of emotional reactions can
provide a more accurate picture about how an individual is
performing a certain task.
A. Prior EI Studies Utilising EEG and ECG
Studies into how humans perceive emotions and manage
emotions have moved to understanding how human biology
relates to emotions. In particular the brain and heart measured
using electroencephalogram (EEG) and heart rate
electrocardiogram (ECG) sensors to ascertain emotional
responses to external stimuli and build a picture of a subjects
EQ. A study by Adolphs [5] found that emotions triggered by
external stimuli could be visualised using magnetic resonance
imaging (MRI) in different parts of the brain such as frontal
cortex, amygdala and sensory cortices. The area of emotional
processing was researched further by Critchley [6] also using
MRI scans of the brain while recoding via ECG corresponding
heart rate changes. The study found that “Activity in a matrix of
brain regions predicts the magnitude of cardiac response to
visually presented emotional facial expressions. Relative
increases in heart rate response were observed to sad and
angry facial expressions and relative decreases to happy and
disgusted facial expressions, indicating that specific brain
regions may support differential processing of sad and angry
from happy and disgusted expressions”.
Prior research into brain and heart processes indicate that
(1) emotions are reflected in brain and heart activity and (2) it
is possible to detect changes in both brain activity and heart
rate in subjects for basic emotions.
B. Review of Wearables Technologies
The promise of pervasive and ubiquitous computing [7] in
the late 90’s was that environments would sense our state and
IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016
Copyright ISSN (Print): 2204-0595
© Costadopoulos 2016 20 ISSN (Online): 2203-1731
needs remotely, wearables are an important component of
fulfilling that promise. In the past 5 years there has been an
explosion of wearable consumer electronics from the Fitbit,
Jawbone, and now the Apple Watch [8]. These devices have
been predominately concerned with fitness applications such as
number of steps and heart rate. The Apple Watch has taken this
paradigm further by packing a sophisticated computer [9] with
range of sensors in the size of a watch.
The strong voluntary uptake of devises provides a research
opportunity, Gartner [10] research forecasts sales of wearables
in 2016 will surpass 275m, a 18% growth from 2015. The
ubiquitous nature of wearables will permit for field based
research, in a business or university organisation or massive
number of individuals equipped with these devices.
Interest in ubiquitous and wearable computing is not recent,
Rosalind Picard from MIT in 1995 coined the term Affective
Computing and actively researched in the area. Affective
Computing was made possible by a variety of computer
sensors that could recognise a range of physiological states
such facial and speech recognition and to ‘yield clues to one's
hidden affective state’. She correctly hypothesized ‘a computer
you wear, that attends to you during your waking hours, could
notice what you eat, what you do, what you look at, and what
emotions you express’. [11]
In consumer wearable electronics the two leading dry
electrode EEG headsets are produced by Emotive [12] and the
Neurosky [13]. As part of this study the Myndplay headband
using the Neurosky chipset [14] was utilised to detect the brain
electrical activity via a single EEG headset sensor in position
FP1 [15] and divides the incoming signal by frequency ranging
from delta to gamma waves. The Apple Watch was selected as
the second wearable device to be used for sensing the heart rate
of a subject. This devices was worn on the wrist and measured
the heart rate continuously via the process of
photoplethysmography (PPG) [16], The health and fitness
watch app was then used to record heart rate data to develop
heart rate variability information and to sense the current
emotional state of a subject.
In stark contrast laboratory grade EEG equipment which
utilises the 10-20 system can have up to 64 channels and
require extensive preparation of test subjects by attaching
adhesive gel electrodes [17]. The collection of data requires
subjects to be tethered to the electrodes, the electrical signals
need to be transmitted to a computer for analogue to digital
conversion and for signal processing to split up the various
brain states [18]. This can be an issue for field research in
Emotional Intelligence whereas in contrast consumer EEG
headsets have several benefit over bulky laboratory EEG
machines. From a portability perspective wearable headsets are
connected to the computer via Bluetooth connectivity (no
wires) and automatically on device performs the
analogue/digital conversion via its build it in algorithms
dispensing with signal analysis [19].
The emergence of wearables presents researchers an
opportunity to conduct experiments in the field of EQ with
relatively cheap devices instead of using bulky and expensive
laboratory equipment.
III. EXPERIMENT METHOD
This experiment has employed triangulation by collecting
data from multiple perspectives, methods and sources of
information. Quantitative was collected by utilising heart and
brain wearable technology to detect their current mood based
on a set of activities and qualitative data via interview that
captured the emotional state throughout the experiment [20].
A. Participants
 3 participants were selected from close friends and
family.
 Age groups ranging from 26, 24, 44 years old.
B. Experiment Apparatus
1. Questionnaire Interview per experiment to record
emotional state.
2. Apple Watch Sport Edition to record heart rate.
3. Heart Graph app (IOS) for the iPhone to download
heart rate data from Apple Health Kit.
4. Myndplay Brainband XL to record RAW EEG and
Brainwave data.
5. Myndplay Pro software package (Windows) to receive
and record EEG data from Brainband XL.
6. Apple iPad to play the arcade and puzzle games.
7. Apple IOS free meditation/games to stimulate
satisfaction – frustration -Flow Free [21], Angry Birds
RIO, iPause.
C. Pre-experiment Setup Procedure
1. The location of the experiment was undertaken on a 1–
1 basis with any distractions like mobiles, emails,
people or outside activity.
2. The participant was given a general introduction and
aims of this experiment and disclosures was made
about the confidentiality, anonymity of their
information and data that is collected. In addition they
were informed that information collected such as their
heart rate and EEG data was not medical grade, and
was not to be viewed from a medical perspective.
3. The questionnaire was presented to the participant and
were asked to read it, the experimenter would fill out
the questionnaire based on feedback received thorough
out the session.
4. Apple Watch was fitted on the wrist to ensure it sat
snug as to capture an accurate reading of the heart rate.
The Myndplay Headband will be fitted with sensors
placed on the forehead and ear clip for ground.
5. To calibrate the Apple watch the standard exercise app
was be turned on and a minute will be recorded to test
for correct capturing of heart rate. Heart rate
Information via Bluetooth was automatically
transmitted to the Apple iPhone application
HeartGraph for checking.
IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016
Copyright ISSN (Print): 2204-0595
© Costadopoulos 2016 21 ISSN (Online): 2203-1731
6. To calibrate the Myndplay headband, the Neurosky
mobile app on the iPhone was connected via
Bluetooth, a check was done on signal quality, blink
detection (linked to correct sensor placement) and
attention/meditation variables.
7. A laptop computer was connected via Bluetooth
connection to the Myndplay Headband and checked for
correct transmission and recording on the Myndplay
Pro software.
8. Great care was taken not to show in any great depth
readouts in terms of heart rate and brainwave activity
on the laptop. The information could initiate a process
of biofeedback and could influence the participants’
state of mind.
9. The experiment started once all the above mentioned
steps were completed. It was critical to initiate both the
Apple Watch sport activity recorder and Myndplay Pro
recorder on the laptop at the same as to synchronise the
timestamps heart rate and EEG data.
D. During Experiment Procedure
1. Conversations were kept calm and notes taken to
record each phase of the experiment and time a
particular game or relaxation activity was started or
completed.
2. During the experiment there was a sense of flow
between tasks and the participant did not feel stressed
or hurried to complete a task in a particular time. It can
be overwhelming for some people to wear two foreign
devices without any prior experience so some time
should be taken to ensure they are calm and
comfortable.
3. To capture baseline data around 5 minutes was spent
listening to classical music such as Chopin or Mozart
with the eyes closed.
4. The following games and meditation apps was played
in order. Before starting the application a brief
demonstration was done. Throughout each activity the
participant was quizzed about the experience and
information was written on the interview
questionnaire.
5. Flow Free was the first application to be played on the
iPad. This is a join the dots game which slowly
become difficult. In the initial stages the board is
Fig. 1. Example of the Flow Free App [21].
arranged in 5x5 squares and then in progresses to 9x9
squares where it become frustrating to join the dots.
The participants were permitted to build their skills at
the lower levels and then were encouraged to jump to
increasing harder levels peaking at 9x9 level 30. There
was no set time limit deliberately to remove the aspect
of time pressure.
6. Angry Birds was the second application to be played.
This is a classic shoot them up or throw them arcade
game franchise that can be satisfying. The player has to
shoot birds at particular structures and with great
fanfare and sound these structures a brought down. At
the initial stages no skill is required however as you
progress more and more strategy is required otherwise
you have to repeat the level which may lead to
frustration.
7. iPause was the final application to be used. This is a
meditation app which allows the user to navigate using
their finger inside a labyrinth. Labyrinths have been
used both for physical and mental meditation to
achieve a calm state of mind [22]. This app doesn’t
have levels however it can be relaxing or frustrating
depending on the person and how fast they want to get
to the centre. The number of labyrinths completed was
recorded and at what time each labyrinth was
completed.
8. At the end of the experiment, all recording were
stopped, files checked, exported from the devices and
final thoughts from the participant recorded.
IV. SCOPE OF EMOTIONAL DETECTION
Frustration is categorised as a negative emotion closely
related to anger. Situations in day to day life can bring about
the feeling of frustration where it builds up slowly when you
are not able to achieve a personal goal due to your own actions,
other people or outside factors like computers/software [23].
Research in emotions and games [24] indicates that
frustration can be experienced by participants. Games provide
a common platform of simulating a task oriented environment
where participants as they progress through various levels can
face frustrating obstacles. For this study subjects were observed
playing on an iPad a puzzle app called flow free, angry birds an
arcade game and iPause a meditation app to ascertain their
emotional responses ranging from satisfaction/happiness to
frustration.
A. Using Heart Rate Data to Get Heart Rate Variation (HRV)
The heart rate of a person is under constant change due to
constant changes to the sympathetic and parasympathetic
balance, i.e. the autonomous nervous system that performs
involuntary vital functions such as breathing. By calculating
the fluctuations around the mean heart rate, we are able to
acquire heart rate variability (HRV) measurement. In Fig. 2
below the diagram represents heart rate recorded over a period
of seconds. Beat to beat short rate variability (STV) and long
term variability (LTV) are indicated [25]. The benefit of HRV
measurements is that it is a non-invasive procedure which is
derivative of heart rate data.
IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016
Copyright ISSN (Print): 2204-0595
© Costadopoulos 2016 22 ISSN (Online): 2203-1731
Fig. 2. Example of an adult heart rate trace [25].
In a similar study using an ear clip HRV monitor Chen and
Wang [26] observed how learners interacted with a range of
material and how their emotional response effected their
performance. They found when participants were stressed heart
rhythms had an irregular, jiggered pattern and conversely had a
smoother, wave-like pattern when in a positive state.
A number of EEG studies firstly identify a brainwave
signal from a particular part of the brain and then correlate it as
an indicator of emotional arousal. The studies often identify
arousal states for emotions such as happiness, anger or disgust
by exposing participants to external stimuli. In a study by
Judith and Merlin Teodosia [27] student’s emotions such as
frustration whilst undertaking learning tasks were mapped
using EEG, their approach is illustrated in Fig. 3 below.
Baseline values of different emotional states were recorded
prior to a particular tutorial, the differences were highlighted.
A similar approach was followed with this experiment using
the Myndplay EEG headband. An EEG baseline (resting state)
and completion of a task measurement was recorded and EEG
data from the device was exported to excel. The data was
subsequently converted into a set of tables and graphs and
analysed for the frustration – satisfaction signature patterns. In
addition correlations was made using the time stamped
information with HRV data to unearth any relationships.
B. Pre-Experiment Data Modelling
Once the apparatus was tested and working, the experiment
proceeded to recording heart rate and EEG data and modelling
the information on excel for analysis. The data provided by the
HeartGraph app exported the heart rate in a CSV flat file
format in beats per minute with a sampling rate of 12 samples
per minute from the Apple Health App. The Myndplay
application exported EEG wave, Meditation and Attention
variables per second (60 samples per minute). The final
transformation involved up sampling the raw heart rate and
EEG data from per second to per minute. Since the raw data is
made up of continuous statistical variables it possible to
resample the data via averaging to per minute level, Table 1
contains the result of the sampled data.
V. EXPERIMENT ANALYSIS
A small number of close associates (~ 3) was observed
performing relaxing and challenging tasks to ascertain their
Fig. 3. Baseline of signal level for sensor AF3 is represented by grey line and
tutorial by moving line [27].
emotional responses to frustrating activities such as playing a
game as outline in Section III. The following figures have
emerged from the dashboard and accompanied graphs for the
three participants 1, 2 and 3.
A. Significant Changes in Attention/Meditation Variables
Indicate Key Moments
The following figures plot the Neurosky EEG attention
variable represented by the red graph and meditation variable
represented by the blue line. These variable generated via a
proprietary Neurosky method, according to vendor
publications, the attention variable is created by combining
productive EEG waves such as BETA and GAMMA
measuring the active focus a person has on a task. Whereas the
meditation variable is generated from the dream like waves
such as ALPHA, THETA and DELTA where the mind is not
particularly focused on anything.
The largest changes in meditation and attention for
participant 1 (Fig. 4) involved listening to Chopin from 4-9
minutes, interesting enough both variables moved up pushing
the zone variable at the 5 minute mark to 70% the highest point
in the session. This emotional response was subjective, with no
equivalent peak in other participants. A significant drop in
attention occurred after the 30 minute mark which was the
point that the 9x9 Flow Free level 30 was completed.
In terms of frustration – satisfaction the only point where
the two variables deviated from each other was from 30 – 40
minutes when the hardest section of Flow Free was completed
and participant had to familiarise themselves with Angry Birds.
Satisfaction perhaps is reflected when both variables are
staying within a close range from each other. The largest
changes in meditation and attention for participant 2 (Fig. 5)
ranged from 25-35 minutes.
TABLE I. UP SAMPLED PER MINUTE HEART RATE / EEG DATA
HH:MM Min Attention Meditation Zone
Heart
Rate
(BPM)
4:07:00 PM 1 40.7 62.0 51.1 87
4:08:00 PM 2 24.4 50.3 37.2 86
4:09:00 PM 3 27.9 52.6 40.0 87
IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016
Copyright ISSN (Print): 2204-0595
© Costadopoulos 2016 23 ISSN (Online): 2203-1731
Fig. 4. Attention / meditation plot participant 1.
Fig. 5. Attention / meditation plot participant 2.
Fig. 6. Attention / meditation plot participant 3.
The classical music (2-7 minutes) did not produce a large
response, the participant found Mozart not relaxing. Flow Free
caused frustration from around the 25th
minute to the time the
hardest level was completed. At the 28th
minute mark the
participant was ready to abandon the 9x9 level 30 but pushed
through. Interesting enough the participant found the iPause
music relaxing (49-55 minutes) and from the graph both
variables were closely tracking.
The largest changes in meditation and attention for
participant 3 (Fig. 6) ranged from 27-32 minutes with both
collapsing at the point where the participant was asked to jump
to 9x9 level 30. The classical music session with Chopin from
5-8 minutes actually caused a large drop on the attention
variable from 70% - 43% to match the meditation variable of
45%.
Fig. 7. Heart rate variation participant 1.
Fig. 8. Heart rate variation participant 2.
Fig. 9. Heart rate variation participant 3.
B. Large Changes in Heart Rate Variation Signifies Lack of
Emotional Coherence
The literature indicates that large variations of the heart rate
(HR) from the mean HR signify changes emotional state. The
heart rate variation for this study has been calculated from the
changes in individual z-scores of the HR. Consequently during
a period of time when there are no outliners the amplitude of
the waves will be small, in addition positive or negative
changes in the z-score are reflected by a +100 to -100 HRV
range. Small positive – negative changes to HRV indicate
satisfaction, business as usual, large drops in HRV into the
negative territory are the result of relaxation and the very large
positive increases can indicate excitement.
The heart rate variation percentage graph for participant 1
(Fig. 7) illustrated a very large changes in the HRV from 30-41
minutes. This correlated at 32 minute mark when the
participant finished the frustrating Flow Free section leading to
a -100% drop in the HRV and then starting the exiting Angry
-100%
-50%
0%
50%
100%
1 11 21 31 41 51
Minutes
Heart Rate Variation Zscore %
-100%
-50%
0%
50%
100%
1 11 21 31 41 51
Minutes
Heart Rate Variation Zscore %
-100%
-50%
0%
50%
100%
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Minutes
Heart Rate Variation Zscore %
0.0
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Minutes
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Minutes
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Fig. 10. Attention/meditation with comments - participant 1
Birds leading to a +100% increase to the HRV. Interesting
enough the 4-9 minute Chopin session had a low HRV rate
indicating relaxation/satisfaction.
The heart rate variation percentage graph for participant 2
(Fig. 8) illustrated very large changes in the HRV from 28-41
minutes. The participant was ready to abandon Flow Free 9x9
L30 at 28 minutes but persevered completing it at 33 minutes,
the HRV changed during that period from +60% to -40%.
During relaxation from 34-37 minutes the HRV normalised and
then spiked to 100% at the commencement of Angry Birds.
The classical music session with Mozart from 2-7 minutes (Fig.
8) was not relaxing but exciting with a few HRV peaks
touching +50%. Interesting enough for participant 2 in the 38-
42 minute segment during Angry Birds task their HRV
dropped from +100% to -100%. This indicates an actual drop
in their HR and the fact that is stayed low it would seem to
indicate relaxation. In addition it would seem the exciting and
rapidly changing nature of Angry Birds caused large changes
to HRV in a relaxing type of way which explains why it is such
an addictive game for people wanting to get away from
challenging and frustrating tasks. The final section from 41-51
minutes indicates much lower heart rate changes but also lower
hear rates relatively to the prior period.
The relaxation period from 47-48 minutes and the
meditation app iPause seemed to subdue the HRV. The heart
rate variation percentage graph for participant 3 (Fig. 9)
illustrated very large changes in the HRV from 2-6 minutes
changing from +100% HRV to -100% HRV during the Chopin
music period. A negative HRV change signified a dropping
heart rate that indicated relaxation. The second period of
interest is from 24-29 minutes as the participant entered the last
stage of Flow Free (9x9 L30) causing some frustration, the
amplitude of the HRV increased up to the completion at 29
minute. At the start of relaxation from 30 to 36 minutes the
HRV changed from +61% HRV at 29 minutes to -100% by 34
minutes.
VI. PRELIMINARY FINDINGS AND CONCLUSION
Both the literature review and research conducted point
toward that it is viable to use wearable technology to detect
changes to EEG brainwaves and heart rate and correlate these
changes to underlying base emotions. The degree of accuracy
and precision that emotions such as satisfaction/happiness or
frustration can be detected requires further studies with a larger
sample. Gaps in the current literature about the accuracy of
detection using wearables have been identified in comparison
to medically grade laboratory equipment. Further work can
compare wearables to research grade equipment.
A. Interview Questionnaire Helped with Triangulation
The interview questionnaire provided valuable insight as
illustrated in Fig. 10 by mapping subjectively how the
participant was feeling while undertaking tasks. The wearables
have provided objective data in the form brainwave wave
relationships and heartrate variability. The method of
triangulation of data has improved the accuracy of this study.
One important theme that has emerged is that what constitutes
as frustrating or satisfying varies from person to person
depending on the prior experience with the task or interest in
the activity. That is the reason no two graphs are exactly the
same, every person reacted to their task in a different way.
However using games as simulation of real world tasks has
proven to be successful. The Flow Free puzzle game caused
both satisfaction and incredible frustration across all 3
experiments.
B. Big Data
The 3 experiments have produced 176 minutes of up
sampled data, 10,560 seconds of raw data or 5 million lines of
EEG data. Further work can be done analysing this information
for additional findings and developing algorithms that
automatically can detect key moments during the experiment.
An important consideration is that wearables produce a lot of
data and handling this data will require advanced database and
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© Costadopoulos 2016 25 ISSN (Online): 2203-1731
data mining techniques which will make the process of analysis
more productive and timely.
C. Ethical Considerations
This type of research interacts with humans on an
emotional and physical level. The use of questionnaires or
interviews will engage with participants on an
emotional/psychological level and wearable technology
receives information on a physical level. The APA ethics code
[28] suggests a number of important strategies for creating an
informed consent document for research participants. At
minimum the participants should know the purpose of the
project, and the researcher should take steps to minimise risks
to the participant’s confidentiality and privacy.
D. Experimental Improvements
In future larger trials the experiment could be shorter with
30 minutes more the adequate to have a musical period
utilising perhaps dedicated meditation music to lower HRV and
EEG signal levels and Flow Free at prescribed increasing
levels of difficulty. The interview questionnaire can be
improved to have accurate per minute tick boxes of emotions
for the experimenter to fill out whilst talking to the participant.
Also the interview audio of the session can be recorded for
future reference. Finally once apparatus and mathematical
models have been fine-tuned future research could utilise
wearables in a work environment and study emotional
awareness in the context of EQ theory from an organisational
productivity perspective.
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Emotional Intelligence via Wearables

  • 1. IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016 Copyright ISSN (Print): 2204-0595 © Costadopoulos 2016 19 ISSN (Online): 2203-1731 Emotional Intelligence via Wearables A method for detecting frustration Nectarios Costadopoulos School of Computing and Mathematics Charles Sturt University Australia ncostadopoulos@csu.edu.au Abstract—The research discussed in this paper is part of a pilot study in the use of wearable devices incorporating electroencephalogram (EEG) and heartrate sensors to sense for the emotional responses closely correlated to frustration when performing certain tasks. For this study the methodology used a combination of puzzle, arcade style game and a meditation apps to emulate a task based environment and detect frustration and satisfaction emotions. Preliminary results indicate that degree of task completion has an effect on emotions and can be detected by EEG and heartrate changes. Keywords—emotional intelligence; wearable devices; EEG; ECG; EQ; heart rate; electroencephalogram I. INTRODUCTION Humans have innate Emotional Intelligence (EQ) skills, which are taken for granted. In social situations, we use our senses to collect information from our surroundings, especially how our fellow humans are feeling. The work discussed in this paper is part of a pilot research to investigate the potential use of wearable devices such electroencephalogram (EEG) headsets and consumer heartrate sensors to detect emotions related to frustration when undertaking research from an EQ perspective. Wearable devices that detect emotions can have applications in the field of emotional intelligence (EQ) where self-awareness and that of others emotions is critical for a productive work environment. In the following sections a short literature review is conducted into prior work of emotional detection, with a discussion of the methodology used in this work and the preliminary findings so far. II. LITERATURE REVIEW OF THE EMOTIONAL INTELLIGENCE AND WEARABLES As humans we all possess in various degrees EQ. The EQ level is related to how quickly “emotional individuals...who experience feeling clearly and who are confident about their abilities to regulate their affect, seem to be able to repair their moods quickly and effectively” [1]. Bradberry [2] breaks down this form of intelligence into personal and social competence. The competence aspect provides the ability to sense our own emotional state and those of other people which can help with our social interactions. In business this aspect of EQ can create cooperative teams and improve productivity. The EQ field has its roots in psychology and relies heavily on qualitative instruments such as questionnaires and interviews to solicit information about a subject’s state of mind. A key drawback of self-report EQ measures such as questionnaires reflect perceived rather actual performance, for example Brackett et al. (2006) cited in [3] found that “around 80% of people believe that they are among the 50% most emotionally intelligent people”. Even with objective observations of subjects the task is never clear cut, psychologists understand as part of their tradition that people have a poker face they present to the world, people want to be accepted therefore they hide inner emotions, and sometimes their ego has a huge effect on subjects reporting on their true emotions [4]. Therefore objective sensing of emotional reactions can provide a more accurate picture about how an individual is performing a certain task. A. Prior EI Studies Utilising EEG and ECG Studies into how humans perceive emotions and manage emotions have moved to understanding how human biology relates to emotions. In particular the brain and heart measured using electroencephalogram (EEG) and heart rate electrocardiogram (ECG) sensors to ascertain emotional responses to external stimuli and build a picture of a subjects EQ. A study by Adolphs [5] found that emotions triggered by external stimuli could be visualised using magnetic resonance imaging (MRI) in different parts of the brain such as frontal cortex, amygdala and sensory cortices. The area of emotional processing was researched further by Critchley [6] also using MRI scans of the brain while recoding via ECG corresponding heart rate changes. The study found that “Activity in a matrix of brain regions predicts the magnitude of cardiac response to visually presented emotional facial expressions. Relative increases in heart rate response were observed to sad and angry facial expressions and relative decreases to happy and disgusted facial expressions, indicating that specific brain regions may support differential processing of sad and angry from happy and disgusted expressions”. Prior research into brain and heart processes indicate that (1) emotions are reflected in brain and heart activity and (2) it is possible to detect changes in both brain activity and heart rate in subjects for basic emotions. B. Review of Wearables Technologies The promise of pervasive and ubiquitous computing [7] in the late 90’s was that environments would sense our state and
  • 2. IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016 Copyright ISSN (Print): 2204-0595 © Costadopoulos 2016 20 ISSN (Online): 2203-1731 needs remotely, wearables are an important component of fulfilling that promise. In the past 5 years there has been an explosion of wearable consumer electronics from the Fitbit, Jawbone, and now the Apple Watch [8]. These devices have been predominately concerned with fitness applications such as number of steps and heart rate. The Apple Watch has taken this paradigm further by packing a sophisticated computer [9] with range of sensors in the size of a watch. The strong voluntary uptake of devises provides a research opportunity, Gartner [10] research forecasts sales of wearables in 2016 will surpass 275m, a 18% growth from 2015. The ubiquitous nature of wearables will permit for field based research, in a business or university organisation or massive number of individuals equipped with these devices. Interest in ubiquitous and wearable computing is not recent, Rosalind Picard from MIT in 1995 coined the term Affective Computing and actively researched in the area. Affective Computing was made possible by a variety of computer sensors that could recognise a range of physiological states such facial and speech recognition and to ‘yield clues to one's hidden affective state’. She correctly hypothesized ‘a computer you wear, that attends to you during your waking hours, could notice what you eat, what you do, what you look at, and what emotions you express’. [11] In consumer wearable electronics the two leading dry electrode EEG headsets are produced by Emotive [12] and the Neurosky [13]. As part of this study the Myndplay headband using the Neurosky chipset [14] was utilised to detect the brain electrical activity via a single EEG headset sensor in position FP1 [15] and divides the incoming signal by frequency ranging from delta to gamma waves. The Apple Watch was selected as the second wearable device to be used for sensing the heart rate of a subject. This devices was worn on the wrist and measured the heart rate continuously via the process of photoplethysmography (PPG) [16], The health and fitness watch app was then used to record heart rate data to develop heart rate variability information and to sense the current emotional state of a subject. In stark contrast laboratory grade EEG equipment which utilises the 10-20 system can have up to 64 channels and require extensive preparation of test subjects by attaching adhesive gel electrodes [17]. The collection of data requires subjects to be tethered to the electrodes, the electrical signals need to be transmitted to a computer for analogue to digital conversion and for signal processing to split up the various brain states [18]. This can be an issue for field research in Emotional Intelligence whereas in contrast consumer EEG headsets have several benefit over bulky laboratory EEG machines. From a portability perspective wearable headsets are connected to the computer via Bluetooth connectivity (no wires) and automatically on device performs the analogue/digital conversion via its build it in algorithms dispensing with signal analysis [19]. The emergence of wearables presents researchers an opportunity to conduct experiments in the field of EQ with relatively cheap devices instead of using bulky and expensive laboratory equipment. III. EXPERIMENT METHOD This experiment has employed triangulation by collecting data from multiple perspectives, methods and sources of information. Quantitative was collected by utilising heart and brain wearable technology to detect their current mood based on a set of activities and qualitative data via interview that captured the emotional state throughout the experiment [20]. A. Participants  3 participants were selected from close friends and family.  Age groups ranging from 26, 24, 44 years old. B. Experiment Apparatus 1. Questionnaire Interview per experiment to record emotional state. 2. Apple Watch Sport Edition to record heart rate. 3. Heart Graph app (IOS) for the iPhone to download heart rate data from Apple Health Kit. 4. Myndplay Brainband XL to record RAW EEG and Brainwave data. 5. Myndplay Pro software package (Windows) to receive and record EEG data from Brainband XL. 6. Apple iPad to play the arcade and puzzle games. 7. Apple IOS free meditation/games to stimulate satisfaction – frustration -Flow Free [21], Angry Birds RIO, iPause. C. Pre-experiment Setup Procedure 1. The location of the experiment was undertaken on a 1– 1 basis with any distractions like mobiles, emails, people or outside activity. 2. The participant was given a general introduction and aims of this experiment and disclosures was made about the confidentiality, anonymity of their information and data that is collected. In addition they were informed that information collected such as their heart rate and EEG data was not medical grade, and was not to be viewed from a medical perspective. 3. The questionnaire was presented to the participant and were asked to read it, the experimenter would fill out the questionnaire based on feedback received thorough out the session. 4. Apple Watch was fitted on the wrist to ensure it sat snug as to capture an accurate reading of the heart rate. The Myndplay Headband will be fitted with sensors placed on the forehead and ear clip for ground. 5. To calibrate the Apple watch the standard exercise app was be turned on and a minute will be recorded to test for correct capturing of heart rate. Heart rate Information via Bluetooth was automatically transmitted to the Apple iPhone application HeartGraph for checking.
  • 3. IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016 Copyright ISSN (Print): 2204-0595 © Costadopoulos 2016 21 ISSN (Online): 2203-1731 6. To calibrate the Myndplay headband, the Neurosky mobile app on the iPhone was connected via Bluetooth, a check was done on signal quality, blink detection (linked to correct sensor placement) and attention/meditation variables. 7. A laptop computer was connected via Bluetooth connection to the Myndplay Headband and checked for correct transmission and recording on the Myndplay Pro software. 8. Great care was taken not to show in any great depth readouts in terms of heart rate and brainwave activity on the laptop. The information could initiate a process of biofeedback and could influence the participants’ state of mind. 9. The experiment started once all the above mentioned steps were completed. It was critical to initiate both the Apple Watch sport activity recorder and Myndplay Pro recorder on the laptop at the same as to synchronise the timestamps heart rate and EEG data. D. During Experiment Procedure 1. Conversations were kept calm and notes taken to record each phase of the experiment and time a particular game or relaxation activity was started or completed. 2. During the experiment there was a sense of flow between tasks and the participant did not feel stressed or hurried to complete a task in a particular time. It can be overwhelming for some people to wear two foreign devices without any prior experience so some time should be taken to ensure they are calm and comfortable. 3. To capture baseline data around 5 minutes was spent listening to classical music such as Chopin or Mozart with the eyes closed. 4. The following games and meditation apps was played in order. Before starting the application a brief demonstration was done. Throughout each activity the participant was quizzed about the experience and information was written on the interview questionnaire. 5. Flow Free was the first application to be played on the iPad. This is a join the dots game which slowly become difficult. In the initial stages the board is Fig. 1. Example of the Flow Free App [21]. arranged in 5x5 squares and then in progresses to 9x9 squares where it become frustrating to join the dots. The participants were permitted to build their skills at the lower levels and then were encouraged to jump to increasing harder levels peaking at 9x9 level 30. There was no set time limit deliberately to remove the aspect of time pressure. 6. Angry Birds was the second application to be played. This is a classic shoot them up or throw them arcade game franchise that can be satisfying. The player has to shoot birds at particular structures and with great fanfare and sound these structures a brought down. At the initial stages no skill is required however as you progress more and more strategy is required otherwise you have to repeat the level which may lead to frustration. 7. iPause was the final application to be used. This is a meditation app which allows the user to navigate using their finger inside a labyrinth. Labyrinths have been used both for physical and mental meditation to achieve a calm state of mind [22]. This app doesn’t have levels however it can be relaxing or frustrating depending on the person and how fast they want to get to the centre. The number of labyrinths completed was recorded and at what time each labyrinth was completed. 8. At the end of the experiment, all recording were stopped, files checked, exported from the devices and final thoughts from the participant recorded. IV. SCOPE OF EMOTIONAL DETECTION Frustration is categorised as a negative emotion closely related to anger. Situations in day to day life can bring about the feeling of frustration where it builds up slowly when you are not able to achieve a personal goal due to your own actions, other people or outside factors like computers/software [23]. Research in emotions and games [24] indicates that frustration can be experienced by participants. Games provide a common platform of simulating a task oriented environment where participants as they progress through various levels can face frustrating obstacles. For this study subjects were observed playing on an iPad a puzzle app called flow free, angry birds an arcade game and iPause a meditation app to ascertain their emotional responses ranging from satisfaction/happiness to frustration. A. Using Heart Rate Data to Get Heart Rate Variation (HRV) The heart rate of a person is under constant change due to constant changes to the sympathetic and parasympathetic balance, i.e. the autonomous nervous system that performs involuntary vital functions such as breathing. By calculating the fluctuations around the mean heart rate, we are able to acquire heart rate variability (HRV) measurement. In Fig. 2 below the diagram represents heart rate recorded over a period of seconds. Beat to beat short rate variability (STV) and long term variability (LTV) are indicated [25]. The benefit of HRV measurements is that it is a non-invasive procedure which is derivative of heart rate data.
  • 4. IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016 Copyright ISSN (Print): 2204-0595 © Costadopoulos 2016 22 ISSN (Online): 2203-1731 Fig. 2. Example of an adult heart rate trace [25]. In a similar study using an ear clip HRV monitor Chen and Wang [26] observed how learners interacted with a range of material and how their emotional response effected their performance. They found when participants were stressed heart rhythms had an irregular, jiggered pattern and conversely had a smoother, wave-like pattern when in a positive state. A number of EEG studies firstly identify a brainwave signal from a particular part of the brain and then correlate it as an indicator of emotional arousal. The studies often identify arousal states for emotions such as happiness, anger or disgust by exposing participants to external stimuli. In a study by Judith and Merlin Teodosia [27] student’s emotions such as frustration whilst undertaking learning tasks were mapped using EEG, their approach is illustrated in Fig. 3 below. Baseline values of different emotional states were recorded prior to a particular tutorial, the differences were highlighted. A similar approach was followed with this experiment using the Myndplay EEG headband. An EEG baseline (resting state) and completion of a task measurement was recorded and EEG data from the device was exported to excel. The data was subsequently converted into a set of tables and graphs and analysed for the frustration – satisfaction signature patterns. In addition correlations was made using the time stamped information with HRV data to unearth any relationships. B. Pre-Experiment Data Modelling Once the apparatus was tested and working, the experiment proceeded to recording heart rate and EEG data and modelling the information on excel for analysis. The data provided by the HeartGraph app exported the heart rate in a CSV flat file format in beats per minute with a sampling rate of 12 samples per minute from the Apple Health App. The Myndplay application exported EEG wave, Meditation and Attention variables per second (60 samples per minute). The final transformation involved up sampling the raw heart rate and EEG data from per second to per minute. Since the raw data is made up of continuous statistical variables it possible to resample the data via averaging to per minute level, Table 1 contains the result of the sampled data. V. EXPERIMENT ANALYSIS A small number of close associates (~ 3) was observed performing relaxing and challenging tasks to ascertain their Fig. 3. Baseline of signal level for sensor AF3 is represented by grey line and tutorial by moving line [27]. emotional responses to frustrating activities such as playing a game as outline in Section III. The following figures have emerged from the dashboard and accompanied graphs for the three participants 1, 2 and 3. A. Significant Changes in Attention/Meditation Variables Indicate Key Moments The following figures plot the Neurosky EEG attention variable represented by the red graph and meditation variable represented by the blue line. These variable generated via a proprietary Neurosky method, according to vendor publications, the attention variable is created by combining productive EEG waves such as BETA and GAMMA measuring the active focus a person has on a task. Whereas the meditation variable is generated from the dream like waves such as ALPHA, THETA and DELTA where the mind is not particularly focused on anything. The largest changes in meditation and attention for participant 1 (Fig. 4) involved listening to Chopin from 4-9 minutes, interesting enough both variables moved up pushing the zone variable at the 5 minute mark to 70% the highest point in the session. This emotional response was subjective, with no equivalent peak in other participants. A significant drop in attention occurred after the 30 minute mark which was the point that the 9x9 Flow Free level 30 was completed. In terms of frustration – satisfaction the only point where the two variables deviated from each other was from 30 – 40 minutes when the hardest section of Flow Free was completed and participant had to familiarise themselves with Angry Birds. Satisfaction perhaps is reflected when both variables are staying within a close range from each other. The largest changes in meditation and attention for participant 2 (Fig. 5) ranged from 25-35 minutes. TABLE I. UP SAMPLED PER MINUTE HEART RATE / EEG DATA HH:MM Min Attention Meditation Zone Heart Rate (BPM) 4:07:00 PM 1 40.7 62.0 51.1 87 4:08:00 PM 2 24.4 50.3 37.2 86 4:09:00 PM 3 27.9 52.6 40.0 87
  • 5. IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016 Copyright ISSN (Print): 2204-0595 © Costadopoulos 2016 23 ISSN (Online): 2203-1731 Fig. 4. Attention / meditation plot participant 1. Fig. 5. Attention / meditation plot participant 2. Fig. 6. Attention / meditation plot participant 3. The classical music (2-7 minutes) did not produce a large response, the participant found Mozart not relaxing. Flow Free caused frustration from around the 25th minute to the time the hardest level was completed. At the 28th minute mark the participant was ready to abandon the 9x9 level 30 but pushed through. Interesting enough the participant found the iPause music relaxing (49-55 minutes) and from the graph both variables were closely tracking. The largest changes in meditation and attention for participant 3 (Fig. 6) ranged from 27-32 minutes with both collapsing at the point where the participant was asked to jump to 9x9 level 30. The classical music session with Chopin from 5-8 minutes actually caused a large drop on the attention variable from 70% - 43% to match the meditation variable of 45%. Fig. 7. Heart rate variation participant 1. Fig. 8. Heart rate variation participant 2. Fig. 9. Heart rate variation participant 3. B. Large Changes in Heart Rate Variation Signifies Lack of Emotional Coherence The literature indicates that large variations of the heart rate (HR) from the mean HR signify changes emotional state. The heart rate variation for this study has been calculated from the changes in individual z-scores of the HR. Consequently during a period of time when there are no outliners the amplitude of the waves will be small, in addition positive or negative changes in the z-score are reflected by a +100 to -100 HRV range. Small positive – negative changes to HRV indicate satisfaction, business as usual, large drops in HRV into the negative territory are the result of relaxation and the very large positive increases can indicate excitement. The heart rate variation percentage graph for participant 1 (Fig. 7) illustrated a very large changes in the HRV from 30-41 minutes. This correlated at 32 minute mark when the participant finished the frustrating Flow Free section leading to a -100% drop in the HRV and then starting the exiting Angry -100% -50% 0% 50% 100% 1 11 21 31 41 51 Minutes Heart Rate Variation Zscore % -100% -50% 0% 50% 100% 1 11 21 31 41 51 Minutes Heart Rate Variation Zscore % -100% -50% 0% 50% 100% 1 11 21 31 41 51 61 Minutes Heart Rate Variation Zscore % 0.0 20.0 40.0 60.0 80.0 100.0 Minutes 4 8 12 16 20 24 28 32 36 40 44 48 52 56 0.0 20.0 40.0 60.0 80.0 100.0 Minutes 4 8 12 16 20 24 28 32 36 40 44 48 52 0.0 20.0 40.0 60.0 80.0 100.0 Minutes 5 10 15 20 25 30 35 40 45 50 55 60
  • 6. IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016 Copyright ISSN (Print): 2204-0595 © Costadopoulos 2016 24 ISSN (Online): 2203-1731 Fig. 10. Attention/meditation with comments - participant 1 Birds leading to a +100% increase to the HRV. Interesting enough the 4-9 minute Chopin session had a low HRV rate indicating relaxation/satisfaction. The heart rate variation percentage graph for participant 2 (Fig. 8) illustrated very large changes in the HRV from 28-41 minutes. The participant was ready to abandon Flow Free 9x9 L30 at 28 minutes but persevered completing it at 33 minutes, the HRV changed during that period from +60% to -40%. During relaxation from 34-37 minutes the HRV normalised and then spiked to 100% at the commencement of Angry Birds. The classical music session with Mozart from 2-7 minutes (Fig. 8) was not relaxing but exciting with a few HRV peaks touching +50%. Interesting enough for participant 2 in the 38- 42 minute segment during Angry Birds task their HRV dropped from +100% to -100%. This indicates an actual drop in their HR and the fact that is stayed low it would seem to indicate relaxation. In addition it would seem the exciting and rapidly changing nature of Angry Birds caused large changes to HRV in a relaxing type of way which explains why it is such an addictive game for people wanting to get away from challenging and frustrating tasks. The final section from 41-51 minutes indicates much lower heart rate changes but also lower hear rates relatively to the prior period. The relaxation period from 47-48 minutes and the meditation app iPause seemed to subdue the HRV. The heart rate variation percentage graph for participant 3 (Fig. 9) illustrated very large changes in the HRV from 2-6 minutes changing from +100% HRV to -100% HRV during the Chopin music period. A negative HRV change signified a dropping heart rate that indicated relaxation. The second period of interest is from 24-29 minutes as the participant entered the last stage of Flow Free (9x9 L30) causing some frustration, the amplitude of the HRV increased up to the completion at 29 minute. At the start of relaxation from 30 to 36 minutes the HRV changed from +61% HRV at 29 minutes to -100% by 34 minutes. VI. PRELIMINARY FINDINGS AND CONCLUSION Both the literature review and research conducted point toward that it is viable to use wearable technology to detect changes to EEG brainwaves and heart rate and correlate these changes to underlying base emotions. The degree of accuracy and precision that emotions such as satisfaction/happiness or frustration can be detected requires further studies with a larger sample. Gaps in the current literature about the accuracy of detection using wearables have been identified in comparison to medically grade laboratory equipment. Further work can compare wearables to research grade equipment. A. Interview Questionnaire Helped with Triangulation The interview questionnaire provided valuable insight as illustrated in Fig. 10 by mapping subjectively how the participant was feeling while undertaking tasks. The wearables have provided objective data in the form brainwave wave relationships and heartrate variability. The method of triangulation of data has improved the accuracy of this study. One important theme that has emerged is that what constitutes as frustrating or satisfying varies from person to person depending on the prior experience with the task or interest in the activity. That is the reason no two graphs are exactly the same, every person reacted to their task in a different way. However using games as simulation of real world tasks has proven to be successful. The Flow Free puzzle game caused both satisfaction and incredible frustration across all 3 experiments. B. Big Data The 3 experiments have produced 176 minutes of up sampled data, 10,560 seconds of raw data or 5 million lines of EEG data. Further work can be done analysing this information for additional findings and developing algorithms that automatically can detect key moments during the experiment. An important consideration is that wearables produce a lot of data and handling this data will require advanced database and
  • 7. IT in Industry, vol. 4, no. 1, 2016 Published online 30-Sep-2016 Copyright ISSN (Print): 2204-0595 © Costadopoulos 2016 25 ISSN (Online): 2203-1731 data mining techniques which will make the process of analysis more productive and timely. C. Ethical Considerations This type of research interacts with humans on an emotional and physical level. The use of questionnaires or interviews will engage with participants on an emotional/psychological level and wearable technology receives information on a physical level. The APA ethics code [28] suggests a number of important strategies for creating an informed consent document for research participants. At minimum the participants should know the purpose of the project, and the researcher should take steps to minimise risks to the participant’s confidentiality and privacy. D. 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