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EGNN-C+: Interpretable Evolving Granular Neural Network and Application in Classification of Weakly-Supervised EEG Data Streams

arXiv 2402.17792 ↗First posted 26 Feb 2024eess.SP cs.AI cs.LGcited by 0

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Abstract (arXiv)

We introduce a modified incremental learning algorithm for evolving Granular Neural Network Classifiers (eGNN-C+). We use double-boundary hyper-boxes to represent granules, and customize the adaptation procedures to enhance the robustness of outer boxes for data coverage and noise suppression, while ensuring that inner boxes remain flexible to capture drifts. The classifier evolves from scratch, incorporates new classes on the fly, and performs local incremental feature weighting. As an application, we focus on the classification of emotion-related patterns within electroencephalogram (EEG) signals. Emotion recognition is crucial for enhancing the realism and interactivity of computer systems. We extract features from the Fourier spectrum of EEG signals obtained from 28 individuals engaged in playing computer games -- a public dataset. Each game elicits a different predominant emotion: boredom, calmness, horror, or joy. We analyze individual electrodes, time window lengths, and frequency bands to assess the accuracy and interpretability of resulting user-independent neural models. The findings indicate that both brain hemispheres assist classification, especially electrodes on the temporal (T8) and parietal (P7) areas, alongside contributions from frontal and occipital electrodes. While patterns may manifest in any band, the Alpha (8-13Hz), Delta (1-4Hz), and Theta (4-8Hz) bands, in this order, exhibited higher correspondence with the emotion classes. The eGNN-C+ demonstrates effectiveness in learning EEG data. It achieves an accuracy of 81.7% and a 0.0029 II interpretability using 10-second time windows, even in face of a highly-stochastic time-varying 4-class classification problem.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 6 of its 39 references that are in the map. First posted on arXiv 26 Feb 2024.

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6 of 39 references.

References · 6

  1. 2020Learning under Concept Drift: A Reviewcited by 470
  2. 2016Identifying Stable Patterns over Time for Emotion Recognition from EEGcited by 42
  3. 2017Driver Drowsiness Estimation from EEG Signals Using Online Weighted Adaptation Regularization for Regression (OwARR)cited by 9
  4. 2020Comparison of Evolving Granular Classifiers applied to Anomaly Detection for Predictive Maintenance in Computing Centerscited by 3
  5. 2021Adaptive Gaussian Fuzzy Classifier for Real-Time Emotion Recognition in Computer Gamescited by 1
  6. 2023An experimental protocol to access immersiveness in video gamescited by 1

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