this method runs into the difficulty of labelling data, 
other methods seem more actionable. For example, 
alternative NN could provide better results. As of 
2020, the CNN used in this work is about five years 
old; it seems plausible to think that in the rapidly 
evolving field of machine learning other NN with 
higher classification accuracy have been developed in 
the meantime.  
Video data is not the only kind of data collected. 
Parallel to capturing video footage, other 
measurement systems are also in use. These include 
EMG, ECG, and GSR (Kannegieser et al., 2018). In 
these cases, similar to video data, there could still be 
room for improvement regarding data quality, as well. 
Such improvements could theoretically be achieved 
using alternative measurement tools or different 
methods for data processing. 
Up until now, statistical methods have been used 
for finding correlations between questionnaire data 
and physiological signals. As mentioned before in 
this paper, none has been found. Apart from 
improving the quality of the data with methods like 
the ones described above, one could entertain the idea 
that such correlations could be found with different 
analytical methods. For example, as a tool capable of 
establishing connections based on high-level 
abstraction, machine learning seems an obvious and 
promising candidate. 
REFERENCES 
Atorf, D., Hensler L., and Kannegieser, E. (2016). Towards 
a concept on measuring the Flow state during gameplay 
of serious games. In: European Conference on Games 
Based Learning (ECGBL). ECGBL 2016. Paisley, 
Scotland, pp. 955–959. isbn: 978-1-911218-09-8. 
Beume, N. et al. (June 2008). “Measuring Flow as concept 
for detecting game fun in the Pac-Man game”. In: 2008 
IEEE Congress on Evolutionary Computation (IEEE 
World Congress on Computational Intelligence), pp. 
3448–3455. doi: 10.1109/CEC.2008.4631264. 
Cairns, P. (2006). “Quantifying the experience of 
immersion in games”. 
Cheng, M.-T., H.-C. She, and L.A. Annetta (June 2015). 
“Game Immersion Experience: Its Hierarchical 
Structure and Impact on Game-based Science 
Learning”. In: Journal of Computer Assisted Learning 
31.3, pp. 232–253. issn: 0266-4909. doi: 
10.1111/jcal.12066. 
Csikszentmihalyi, M., (Mar. 1991). Flow: The Psychology 
of Optimal Experience. New York, NY: Harper 
Perennial. isbn: 0060920432. 
Deci, E. and Ryan, R. (Jan. 1985). Intrinsic Motivation and 
Self-Determination in Human Behavior. Vol. 3. 
Ekman, P. (1992). Facial expressions of emotion: an old 
controversy and new findings. In: Philosophical 
Transactions of the Royal Society of London. Series B: 
Biological Sciences, 335(1273), 63-69. 
Fridlund, A. and Cacioppo, J. (1986). Guidelines for 
Human Electromyographic Research. In: 
Psychophysiology. 23. 567 - 589. 10.1111/j.1469-
8986.1986.tb00676.x. 
Gan, Y., Liong, S.-T., Yau, W.-C., Huang, Y.-C. & Tan, L.-
K., 2019. Off-apexnet on microexpression recognition 
system. In: Signal Processing: Image Communication, 
74, pp.129–139. 
Georgiou, Y. and Kyza, E.-A. (Feb. 2017). “The 
Development and Validation of the ARI 
Questionnaire”. In: International Journal of Human-
Computer Studies 98.C, pp. 24–37. issn: 1071-5819. 
doi: 10.1016/j.ijhcs.2016.09.014. 
Girard, C., Écalle, Jean, and Magnan, Annie, (2013). 
Serious games as new educational tools: how effective 
are they? A meta-analysis of recent studies. In: Journal 
of Computer Assisted Learning 29, pp. 207–219. 
IJsselsteijn, W. A., de Kort, Y. A. W., and Poels, K. (2013). 
The Game Experience Questionnaire. Eindhoven: 
Technische Universiteit Eindhoven. 
Iturbe, K., goprowifihack (2020). Available at: 
https://github.com/KonradIT/goprowifihack [Accessed 
05.02.2020]. 
Jennett, C. et al. (Sept. 2008). “Measuring and Defining the 
Experience of Immersion in Games”. In: Int. J. Hum-
Comput. Stud. 66.9, pp. 641–661. issn: 1071-5819. doi: 
10. 1016/j.ijhcs.2008.04.004. 
Kannegieser, E., Atorf, D., and Meier, J. (2018). Surveying 
games with a combined model of Immersion and Flow. 
In:  MCCSIS 2018 Multi Conference on Computer 
Science and Information Systems, Game and 
Entertainment Technologies. 2018. 
Kannegieser, E.; Atorf, D. and Meier, J. (2019). Conducting 
an Experiment for Validating the Combined Model of 
Immersion and Flow. In Proceedings of the 11th 
International Conference on Computer Supported 
Education - Volume 2: CSEDU, ISBN 978-989-758-
367-4, pages 252-259. DOI: 10.5220/ 
0007688902520259 
Krapp, A., Schiefele, U., and Schreyer, I., (2009). 
Metaanalyse des Zusammenhangs von Interesse und 
schulischer Leistung. postprint. 
Levi, G., and Hassner, T., (2015). Emotion Recognition in 
the Wild via Convolutional Neural Networks and 
Mapped Binary Patterns. In: Proceedings ACM 
International Conference on Multimodal Interaction 
(ICMI), Seattle, 2015.  
Liong, S.-T., Gan, Y., See, J., Khor, H.-Q, and Huang, Y.-
C., 2019. Shallow triple stream threedimensional cnn 
(ststnet) for micro-expression recognition. In: 2019 
14th IEEE International Conference on Automatic 
Face & Gesture Recognition (FG 2019), pp.1–5. 
Nordin, A., Denisova, A. and Cairns, P. (2014). Too many 
questionnaires: measuring player experience whilst 
playing digital games. In Seventh York Doctoral