The human brain’s role in face processing (FP) and decision making for social interactions depends on recognizing faces accurately. However, the prevalence of deepfakes, AI-generated images, poses challenges in discerning real from synthetic identities. This study investigated healthy individuals’ cognitive and emotional engagement in a visual discrimination task involving real and deepfake human faces expressing positive, negative, or neutral emotions. Electroencephalographic (EEG) data were collected from 23 healthy participants using a 21-channel dry-EEG headset; power spectrum and event-related potential (ERP) analyses were performed. Results revealed statistically significant activations in specific brain areas depending on the authenticity and emotional content of the stimuli. Power spectrum analysis highlighted a right-hemisphere predominance in , , high-, and bands for real faces, while deepfakes mainly affected the frontal and occipital areas in the band. ERP analysis hinted at the possibility of discriminating between real and synthetic faces, as N250 (200–300 ms after stimulus onset) peak latency decreased when observing real faces in the right frontal (LF) and left temporo-occipital (LTO) areas, but also within emotions, as P100 (90–140 ms) peak amplitude was found higher in the right temporo-occipital (RTO) area for happy faces with respect to neutral and sad ones.
22 July 2025 in International Journal of Human–Computer Interaction
This study investigates the emotional dynamics from different cultural backgrounds using a multimodal approach that combines Facial Emotion Recognition and Heart Rate Variability (HRV) analysis. A total of 109 participants from Italy, Japan, and Korea (mean age = 24.5 years) played two casual games, namely Snake and Matching Pairs, to investigate cultural differences in emotional and physiological responses. The results revealed distinct cultural patterns in static emotional expression using generalised linear mixed models (GLMMs). The Italian cultural group showed higher levels of positive facial expressions (FE), particularly happiness; the Korean cultural group showed more frequent negative FE, while the Japanese cultural group showed restrained FE, particularly related to fear. Moreover, emotional transitions were analysed using a Markov-inspired continuousstate operator derived from probabilistic FE vectors, which characterised the temporal structure of emotional changes and uncovered systematic cross-cultural and task-dependent differences in emotional latency. These findings show that emotional transitions are shaped by cultural norms and the cognitive demands of the games. Furthermore, integrating FE and HRV features into GLMMs showed that autonomic indices predict performance and vary across game types. Overall, this study provides three key contributions. First, it indicates that FEs of emotion during gameplay differ significantly across cultures, in accordance with cultural display norms. Second, it demonstrates that emotional transitions are dynamic and influenced by game performance, with cultural background shaping these patterns. Third, it identifies cross-cultural differences in physiological responses, specifically bodily signals such as HRV. These findings enhance understanding of how games elicit and regulate emotional and physiological responses, suggesting applications beyond entertainment.