On Using Physiological Sensors and AI to Monitor Emotions in a Bug-Hunting Game

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Abstract

Although software testing is key to a safe society, the process itself is often perceived by students as boring and stressful. Therefore, only few consider a career in testing. The adverse effect is sub-optimally tested code, with dangerous bugs left undetected. A better understanding of what testers "feel"when learning the skill in class can remedy this situation, by means of personalized, motivating bio-feedback. In order to test our hypothesis, we propose an innovative approach that uses physiological wearable sensors (cardiac activity, respiration, and skin conductance) to monitor in real-time the affective state of testers engaged in a bug-hunting game. This is a work in progress. We present the envisioned methodology and the results of two feasibility experiments. The first experiment created a training dataset, by recording bio-signals and self-reports from eleven participants involved in a mood-induction session followed by a bug-hunting task. The second experiment showed that it is possible to use deep-learning to recognize emotions from a large set of labelled multimodal (ECG, EDA and ICG) physiological data. The classification accuracy using a binary (positive-negative) emotions model was 85%, higher than the accuracy obtained using a four-emotions (anxious, down, enthusiastic and relaxed) model (57%). Future work includes optimizing the sensory system, improving the accuracy of automated emotions recognition, increasing the validity of ground-truth emotions labelling, and investigating ways to provide individualized and formative (instead of summative) bio-feedback. The proposed approach can contribute to a more sentiment-aware education, and a more objective evaluation of the effect of teaching interventions.

Original languageEnglish
Title of host publicationITiCSE 2024
Subtitle of host publicationProceedings of the 2024 Conference Innovation and Technology in Computer Science Education V.1
PublisherAssociation for Computing Machinery
Pages429-435
Number of pages7
Volume1
ISBN (Electronic)9798400706004
DOIs
Publication statusPublished - 2024
Event29th Conference Innovation and Technology in Computer Science Education, ITiCSE 2024 - Milan, Italy
Duration: 8 Jul 202410 Jul 2024

Publication series

NameAnnual Conference on Innovation and Technology in Computer Science Education, ITiCSE
ISSN (Print)1942-647X

Conference

Conference29th Conference Innovation and Technology in Computer Science Education, ITiCSE 2024
Country/TerritoryItaly
CityMilan
Period8/07/2410/07/24

Bibliographical note

Publisher Copyright:
© 2024 Owner/Author.

Funding

FundersFunder number
Nationaal Regieorgaan Onderwijsonderzoek
Netherlands Initiative for Education Research
DBugIT
Marketa Ciharova

    Keywords

    • automated emotion recognition
    • biometric ECG signals
    • bug-hunting gamification
    • deep-learning
    • sentiment analysis
    • software testing education

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