Fusion: Practice and Applications

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https://doi.org/10.54216/FPA

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Volume 21 , Issue 1 , PP: 110-130, 2026 | Cite this article as | XML | Html | PDF | Full Length Article

Enhancing EEG-Based Emotion Recognition in Computer Games Using KNN Optimized by the iHOW Optimization Algorithm

Abdelhameed Ibrahim 1 , Christos Gatzoulis 2 , El-Sayed M. El-kenawy 3 * , Marwa M. Eid 4

  • 1 School of ICT, Information Technology & Design Faculty, Bahrain Polytechnic, Isa Town, Bahrain - (afai79@mans.edu.eg)
  • 2 School of ICT, Information Technology & Design Faculty, Bahrain Polytechnic, Isa Town, Bahrain - (christos.gatzoulis@polytechnic.bh)
  • 3 School of ICT, Information Technology & Design Faculty, Bahrain Polytechnic, Isa Town, Bahrain; Applied Science Research Center. Applied Science Private University, Amman, Jordan - (elsayed.elkenawy@polytechnic.bh)
  • 4 Faculty of Artificial Intelligence, Delta University for Science and Technology, Mansoura, Egypt; Jadara University Research Center, Jadara University, Jordan - (marwa.3eeed@gmail.com)
  • Doi: https://doi.org/10.54216/FPA.210108

    Received: February 07, 2025 Revised: May 26, 2025 Accepted: July 08, 2025
    Abstract

    Emotion recognition using electroencephalogram (EEG) signals has become a pivotal area in affective computing, particularly within the context of human–computer interaction and game-based environments. This study aims to enhance the accuracy and robustness of EEG-based emotion classification by introducing a hybrid framework that combines the k-Nearest Neighbors (KNN) classifier with advanced metaheuristic feature selection techniques. Using the publicly available GAMEEMO dataset, which includes EEG recordings from 28 subjects engaged in four emotionally distinct computer games (boring, calm, horror, and funny), EEG data were acquired through a 14-channel Emotiv Epoc+ device and labeled using the Self-Assessment Manikin (SAM) scale. Baseline machine learning models including Support Vector Machine (SVM), Decision Tree (DT), Multi-Layer Perceptron (MLP), and KNN were evaluated, with KNN achieving the highest base line performance. The KNN classifier was further optimized using several metaheuristic algorithms—namely WAO, BBO, GWO, GA, FA, PSO—and the proposed Improved Human Optimization Algorithm (iHOW). Experimental results show that the iHOW+KNN model achieved the best overall performance with an accuracy of 96.85%, sensitivity of 95.50%, specificity of 95.82%, and F1-score of 95.54%. Visual assessments using heatmaps, radar plots, and confidence intervals further validated the model’s reliability. These findings demonstrate the effectiveness of the iHOW+KNN framework in addressing the challenges of high-dimensional EEG data and highlight the potential of wearable EEG devices for real-time emotion recognition in affective computing applications into user experiences within the gaming environment.

    Keywords :

    EEG signal processing , Affective computing , Metaheuristic optimization , iHOW algorithm , Computer games

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    Cite This Article As :
    Ibrahim, Abdelhameed. , Gatzoulis, Christos. , M., El-Sayed. , M., Marwa. Enhancing EEG-Based Emotion Recognition in Computer Games Using KNN Optimized by the iHOW Optimization Algorithm. Fusion: Practice and Applications, vol. , no. , 2026, pp. 110-130. DOI: https://doi.org/10.54216/FPA.210108
    Ibrahim, A. Gatzoulis, C. M., E. M., M. (2026). Enhancing EEG-Based Emotion Recognition in Computer Games Using KNN Optimized by the iHOW Optimization Algorithm. Fusion: Practice and Applications, (), 110-130. DOI: https://doi.org/10.54216/FPA.210108
    Ibrahim, Abdelhameed. Gatzoulis, Christos. M., El-Sayed. M., Marwa. Enhancing EEG-Based Emotion Recognition in Computer Games Using KNN Optimized by the iHOW Optimization Algorithm. Fusion: Practice and Applications , no. (2026): 110-130. DOI: https://doi.org/10.54216/FPA.210108
    Ibrahim, A. , Gatzoulis, C. , M., E. , M., M. (2026) . Enhancing EEG-Based Emotion Recognition in Computer Games Using KNN Optimized by the iHOW Optimization Algorithm. Fusion: Practice and Applications , () , 110-130 . DOI: https://doi.org/10.54216/FPA.210108
    Ibrahim A. , Gatzoulis C. , M. E. , M. M. [2026]. Enhancing EEG-Based Emotion Recognition in Computer Games Using KNN Optimized by the iHOW Optimization Algorithm. Fusion: Practice and Applications. (): 110-130. DOI: https://doi.org/10.54216/FPA.210108
    Ibrahim, A. Gatzoulis, C. M., E. M., M. "Enhancing EEG-Based Emotion Recognition in Computer Games Using KNN Optimized by the iHOW Optimization Algorithm," Fusion: Practice and Applications, vol. , no. , pp. 110-130, 2026. DOI: https://doi.org/10.54216/FPA.210108