Submitted:
09 December 2024
Posted:
10 December 2024
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Abstract
This review paper explores the intersection of user engagement and user experience studies with Electroencephalography (EEG) analysis by investigating the existing literature in this field. User engagement describes the immediate, session-based experience of using interactive products and is commonly used as a metric to assess the success of games, online platforms, applications, and websites, while user experience encompasses the broader and longer-term aspects of user interaction. This review focuses on the use of EEG as a precise and objective method to gain insights into user engagement. EEG recordings capture brain activity as waves, which can be categorized into different frequency bands. By analyzing patterns of brain activity associated with attention, emotion, mental workload, and user experience, EEG provides valuable insights into user engagement. The review follows the PRISMA statement. The search process involved an extensive exploration of multiple databases, resulting in the identification of 74 relevant studies. The review encompasses the entire information flow of the experiments, including data acquisition, pre-processing analysis, feature extraction, and analysis. By examining the current literature, this review provides a comprehensive overview of various algorithms and processes utilized in EEG-based systems for studying user engagement and identifies potential directions for future research endeavors.

Keywords:
1. Introduction
- Delta Waves (0.5-4 Hz) that are associated with deep sleep and unconsciousness, and their presence during wakefulness can indicate a brain injury. Therefore, they are not usually associated with engagement or emotions.
- Theta Waves (4-8 Hz) that are associated with drowsiness, daydreaming, and meditative states. They are also associated with emotional processing and memory formation. An increase in theta waves has been linked to positive emotions, such as happiness and relaxation.
- Alpha Waves (8-13 Hz) that are associated with relaxation, calmness, and focused attention. They are also associated with a decrease in sensory processing and a reduction in distractibility. An increase in alpha waves is often observed when individuals are engaged in activities that they find enjoyable or calming.
- Beta Waves (13-30 Hz) that are associated with focused attention, concentration, and cognitive processing. An increase in beta waves is often observed when individuals are engaged in tasks that require high levels of concentration, such as problem-solving or decision-making.
- Gamma Waves (30-100 Hz) that are associated with high levels of cognitive processing, perception, and attention. They are also associated with peak emotional experiences, such as excitement, happiness, and joy.

2. Research Methodology
- Study objectives, where the overall aim and objectives are being examined.
- Study population, including the number of subjects or reporting the EEG open database that is used.
- Experimental protocol, describing the experiment that was used for EEG data acquisition.
- Methodology, including the preprocessing step, the feature extraction, the classification/statistical analysis.
- Results and conclusion, including the findings from the study.
- Using EEG for automatic control (Brain Computer Interface).
- Subjects of the experimental protocol including patients, disabled people, infants, and drivers.
- Application of the EEG study to rehabilitation, Intensive Care Unit, and surgery.
- Application of the EEG study to meditation.
3. Results
3.1. Application Field
3.2. Study Design and Instruments for Data Acquisition
3.3. Pre-Processing Analysis
| Step | References |
|---|---|
| Filtering | [11,12,14,15,16,17,18,19,22,23,24,25,26,27,30,33,34,35,43,45,47,49,51,54,58,60,61,62,63,65,66,68,70,78,81,82,84,87,88,90] |
| Artifact removal | [12,16,19,23,24,25,26,30,43,44,45,49,51,52,54,55,57,61,65,66,68,70,75,81,84,86,90] |
| Epoching | [15,16,23,51,52,58,61,65,78,81,86,87] |
| Independent Component Analysis | [12,15,16,24,34,43,51,58,61,62,63,65,68,70,87,88,90] |
| Referencing | [15,16,17,24,30,34,49,51,58,61,65,81,87,90] |
| Baseline correction | [14,24,28,33,51,58,62,65,68,78,82,84,88] |
| Downsampling | [18,30,34,43,49,61,68] |
3.3.1. Filtering
3.3.2. Artifact Removal
3.3.3. Epoching
3.3.4. Independent Component Analysis (ICA)
3.3.5. Referencing
3.3.6. Baseline Correction
3.3.7. Downsampling
3.4. Feature Extraction and Selection
3.4.1. Time-Domain Methods
3.4.2. Frequency-Domain Methods
3.4.3. Time-Frequency-Domain Methods
3.4.4. Spatial-Feature Based Methods
3.4.5. Feature Selection Methods
3.5. Analysis of EEG Recordings
3.5.1. Statistical Analysis
3.5.2. Machine Learning
- Brain-Computer Interface (BCI): Machine learning methods are widely used in BCI applications to classify EEG signals and decode user intentions. These methods can be used to analyze EEG data in real-time and make predictions based on the user's brain activity, which can be used to control external devices or applications.
- Cognitive Neuroscience: Machine learning methods are increasingly used in cognitive neuroscience research to analyze EEG data and identify patterns of brain activity associated with different cognitive processes or tasks. These methods can be used to model the complex relationships between brain activity and cognitive variables, such as attention, memory, or decision-making.
- Clinical Neurology: Machine learning methods are also used in clinical neurology applications, such as diagnosis and treatment of neurological disorders, such as epilepsy, Alzheimer's disease, or depression. These methods can analyze EEG data to identify biomarkers and predict disease progression or treatment outcomes.
- Neuromarketing: Machine learning methods are used in neuromarketing research to analyze EEG data and identify patterns of brain activity associated with consumer preferences and decision-making. These methods can be used to optimize marketing strategies and product designs based on the user's brain activity.
3.5.3. Graph Theory
4. Discussion and Conclusions
4.1. Summary of Literature Review Findings
4.2. Soft and Full Emerging Technologies
4.3. Comparative Study
Author Contributions
Funding
Conflicts of Interest
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| Application Field | References |
|---|---|
| Architecture | [11,12,13,14,15] |
| Audiovisual / Media | [16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40] |
| Games | [41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57] |
| Interface-Product Design | [58,59,60,61,62,63,64,65,66,67,68,69,70,71,72] |
| Learning | [73,74,75,76,77,78,79] |
| Virtual Reality | [14,51,80,81,82,83,84,85,86,87,88] |
| Workplace | [89,90] |
| No. of Participants | References |
|---|---|
| 1-10 | [16,26,34,44,47,53,54,64,68,76,78,84,88] |
| 11-20 | [15,17,20,24,28,32,45,48,49,59,60,62,63,65,67,71,72,74,78,80,81,82,85,87,89,90] |
| 21-30 | [23,25,31,33,43,51,52,58,61,69,70,73,75,86] |
| 31-40 | [13,14,18,21,22,27,29,30,46,83] |
| >40 | [11,12,19,35,41,42,66] |
| Device | EEG Channels | References |
|---|---|---|
| BEmicro, Ebneuro | 24 | [15] |
| BIOPAC MP 150 | 6 | [71] |
| Biosemi | 32 / 64 | [29,34,43,65] |
| BrainAmps | 32 / 64 | [16,17,49,78] |
| BrainCo Focus | 1 | [89] |
| Emotiv | 16 | [51,55] |
| Emotiv EPOC+ | 14 | [19,25,31,35,42,44,45,62,66,69,88] |
| Emotiv Insight | 5 | [22,73] |
| SMARTING (mBrainTrain) | 24 | [90] |
| EEGO | 24 | [67] |
| EGI’s Geodesic EEG System (GES) 300 | 256 | [28,84] |
| ElectroCap Inc. | 19 | [54] |
| Elemaya Visual Energy Tester | 4 | [52,53] |
| ENOBIO | 20 | [48,74] |
| g.GAMMAcap2 | 32 | [81] |
| HeadCoach™, Alpha-Active Ltd | 2 | [33] |
| Liveamp EEG cap | 32 | [82] |
| Looxid Link Package for VIVE Pro | 6 | [80] |
| MindSet-1000 | 16 | [77] |
| MindWave Mobile | 1 | [26,75,85] |
| Muse | 4 | [68,76] |
| NeurOne Bittium | 32 | [58] |
| Neuroscan | 32 / 64 | [23,60,61] |
| NeXus-32 Mindmedia | 24 | [70] |
| OPENBCI | 8 | [47] |
| QUASAR EEG headset | 21 | [64] |
| Method | References |
|---|---|
| Time-domain methods | [21,23,55,58,67,74,78,87,90] |
| Frequency-domain methods - PSD | [15,16,18,19,47,52,61,63,65,75,77,84,89,90] |
| Frequency-domain methods - FFT | [12,13,14,25,35,44,47,51,52,54,61,70,86,90] |
| Frequency-domain methods – Other | [20,22,34,44,45,57,60,69,74] |
| Time-frequency-domain methods | [18,26,30,51,58,65,66,82,88] |
| Spatial-feature based methods | [23,43,62] |
| Method | References |
|---|---|
| Statistical Analysis - ANOVA | [16,19,23,24,28,31,33,35,43,46,48,51,53,54,58,59,65,67,71,77,78,86,87,89] |
| Statistical Analysis – other tests | [11,13,14,15,21,29,33,41,43,45,49,50,61,63,65,69,73,82,83,88,90] |
| Machine Learning | [12,17,18,20,21,22,25,26,27,30,32,34,44,52,53,55,62,68,70,71,74,75,76,77,80,84,90] |
| Graph theory | [29] |
| Study | Review Study | Year Range | Articles Included | Main Objective | Sub-Categories |
|---|---|---|---|---|---|
| Our Study | Systematic | 2012-2023 | 74 | explores the intersection of user engagement and user experience studies with EEG | General population Analysis of EEG |
| [96] | Literature | 2014-2019 | 30 | m-learning applications and relation to educational engagement with EEG analysis | physiological-based mobile computing |
| [97] | Survey | 2014-2022 | 39 | Analysing virtual reality experience with EEG headsets | Virtual reality event-related potentials Head-Mounted Displays |
| [98] | Systematic | 2010-2021 | 19 | Studying the learning process and user experience with serious games and EEG | Serious games Eye tracking signals skills and competencies |
| [99] | Survey | 2015-2020 | 31 | Studying the algorithms and processes of EEG based BCI emotion recognition systems | Emotion elicitation signal acquisition feature extraction, selection and classification performance evaluation |
| [100] | Comprehensive | 2015-2021 | 82 | Reviews emotion recognition methods | provides an overview of the datasets and methods used to elicit emotional states (feature extraction, feature selection/reduction, machine learning and deep learning methods) |
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