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Emotion and VR

Emotions and VR

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Emotion and VR

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  1. Emotion recognition and simulation to improve user experience in Virtual Reality scenarios David Gómez, Ph.D. Assistant Professor of Computer Science

  2. Activité ● B A ● COLLABORATIVE DESIGN MEP COKPIT COMMUNICATION LE PARCOURS ARCHEOLOGIE ART & SCIENCES GEOSCIENCES MAINTENANCEAERO EMOTION TANGIBLE COKPIT ROBOTICS CAO ENERGIE

  3. Research areas Gesture interaction Interaction in VR environments Human-Computer Interaction Detection of human nonverbal behavior (camera, Kinect) Gesture recognition Emotion recognition (stress, engagement, pain, depression) Affective computing Computer vision Interacting with emotions

  4. Proposed approach Emotion recognition and interaction from non-invasive sensors Stress Depression feelings Engagement Non-invasive sensors Emotionalfeatures Emotion Adaptation

  5. Components of emotions • Subjective experience (feeling of fear and so on). • Physiological Changes in Autonomic Nervous System (ANS) and Endocrine System (Glands and Hormones released from them). e.g. trembling with fear precedes conscious control of them • Behavior evoked (such as running away or fainting due to fear).

  6. How to measure human emotions? • Electroencephalography (EEG) + Brain Computer Interfaces • Electrocardiogram (ECG) + Cardiovascular signals • Electrodermal activity (wearable devices) Electrocardiogram Brain Computer Interface Empatica E4

  7. How to measure human emotions? • Speech + Voice intonation • Facial expressions • Body language

  8. Psychological theories of emotion The PAD emotional state model is a psychological model developed by Albert Mehrabian and James A. Russell (1974 and after) to describe and measure emotional states

  9. Virtual Reality applications

  10. How to use human emotions to improve VR experiences?

  11. Improving VR experience with emotion recognition and elicitation • Affective interactions using VR have demonstrated that virtual environments can be used to recognize or elicit emotions in the user such as relaxation, stress or anxiety. • Some works show that emotional content increases the sense of immersion in a virtual environment (Gorini et al., 2011; Marín-Morales et al., 2018)

  12. Studying the Influence of Stress on Creativity in a Virtual Reality Scenario Momentary Emotion Elicitation & Capture Workshop 2021 Houzangbe et al.

  13. Stress, Creativity and Virtual Reality • Creativity : the ability to propose new concepts adapted to the context in which they are developed (Lubard et al. 2015) • Virtual reality stimulates users' creativity during ideation tasks, compared to other sketching tools • Arousal stimulate creativity (Siqueira et al; 2018): • positive arousal ➔ higher flexibility and inclusivity • negative arousal ➔ higher perseverance and persistence • There are strong negative correlations between stress and creative climate (Shanteu et al., 1993)

  14. Experiment • Alternative Uses Tasks : coat-hanger. • Two conditions: • Stress induction with a non-responding jury. • No stress induction. • Recording Galvanic Skin Response using the Empatica E4. • 16 participants

  15. Early results • No significant differences 😔 • Few abnormal data records and no disconnection during our experiment • EDA is rising throughout the experience Normalized mean value of Galvanic Skin Response over time: - Blue: no stress group - Orange: stress induction group

  16. Future studies • Analysis of physiological data and its relationship with creativity • Study non-verbal behavior (posture) • Detect certain physiological response patterns • Understand the creative process and adapt the environment to the user's emotional response?

  17. Mercibeaucoup!! Milesker! Thankyou!

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