DeepFlow

Author(s)
Marco Maier, Daniel Elsner, Chadly Marouane, Meike Zehnle, Christoph Fuchs
Abstract

Flow is an affective state of optimal experience, total immersion and high productivity. While often associated with (professional) sports, it is a valuable information in several scenarios ranging from work environments to user experience evaluations, and we expect it to be a potential reward signal for human-in-the-loop reinforcement learning systems. Traditionally, flow has been assessed through questionnaires which prevents its use in online, real-time environments. In this work, we present our findings towards estimating a user's flow state based on physiological signals measured using wearable devices. We conducted a study with participants playing the game Tetris in varying difficulty levels, leading to boredom, stress, and flow. Using an end-to-end deep learning architecture, we achieve an accuracy of 67.50% in recognizing high flow vs. low flow states and 49.23% in distinguishing all three affective states boredom, flow, and stress.

Organisation(s)
External organisation(s)
Technische Universität München
Pages
1415-1421
No. of pages
7
DOI
https://doi.org/10.24963/ijcai.2019/196
Publication date
2019
Peer reviewed
Yes
Austrian Fields of Science 2012
502019 Marketing
Keywords
ASJC Scopus subject areas
Artificial Intelligence
Portal url
https://ucrisportal.univie.ac.at/en/publications/922a8972-e64d-4fa9-9992-2da4a11d7468