TY - GEN
T1 - On Using Physiological Sensors and AI to Monitor Emotions in a Bug-Hunting Game
AU - Silvis-Cividjian, Natalia
AU - Kenyon, Joshua
AU - Nazarian, Elina
AU - Sluis, Stijn
AU - Gevonden, Martin
N1 - Publisher Copyright:
© 2024 Owner/Author.
PY - 2024
Y1 - 2024
N2 - 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.
AB - 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.
KW - automated emotion recognition
KW - biometric ECG signals
KW - bug-hunting gamification
KW - deep-learning
KW - sentiment analysis
KW - software testing education
UR - http://www.scopus.com/inward/record.url?scp=85198901025&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85198901025&partnerID=8YFLogxK
U2 - 10.1145/3649217.3653611
DO - 10.1145/3649217.3653611
M3 - Conference contribution
AN - SCOPUS:85198901025
VL - 1
T3 - Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE
SP - 429
EP - 435
BT - ITiCSE 2024
PB - Association for Computing Machinery
T2 - 29th Conference Innovation and Technology in Computer Science Education, ITiCSE 2024
Y2 - 8 July 2024 through 10 July 2024
ER -