A reliable and robust online validation method for creating a novel 3D Affective Virtual Environment and Event Library (AVEL)

被引:1
|
作者
Mavridou, Ifigeneia [1 ,2 ]
Balaguer-Ballester, Emili [3 ,4 ,5 ,6 ]
Nduka, Charles [2 ]
Seiss, Ellen [7 ,8 ]
机构
[1] Bournemouth Univ, Ctr Digital Entertainment, Bournemouth, England
[2] Sussex Innovat Ctr, Emteq Labs, Brighton, England
[3] Bournemouth Univ, Fac Sci & Technol, Dept Comp & Informat, Poole, England
[4] Bournemouth Univ, Interdisciplinary Neurosci Res Ctr, Poole, England
[5] Bernstein Ctr Computat Neurosci Heidelberg Mannhei, Med Fac Mannheim, Mannheim, Germany
[6] Heidelberg Univ, Mannheim, Germany
[7] Bournemouth Univ, Fac Sci & Technol, Dept Psychol, Bournemouth, England
[8] Bournemouth Univ, Interdisciplinary Neurosci Res Ctr, Bournemouth, England
来源
PLOS ONE | 2023年 / 18卷 / 04期
基金
英国工程与自然科学研究理事会;
关键词
REALITY EXPOSURE; EMOTION; EXPERIENCE; ANXIETY; AROUSAL; IMMERSION; MOTION; IMPACT; BRAIN;
D O I
10.1371/journal.pone.0278065
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
This paper describes the development and validation of 3D Affective Virtual environments and Event Library (AVEL) for affect induction in Virtual Reality (VR) settings with an online survey; a cost-effective method for remote stimuli validation which has not been sufficiently explored. Three virtual office-replica environments were designed to induce negative, neutral and positive valence. Each virtual environment also had several affect inducing events/objects. The environments were validated using an online survey containing videos of the virtual environments and pictures of the events/objects. They survey was conducted with 67 participants. Participants were instructed to rate their perceived levels of valence and arousal for each virtual environment (VE), and separately for each event/object. They also rated their perceived levels of presence for each VE, and they were asked how well they remembered the events/objects presented in each VE. Finally, an alexithymia questionnaire was administered at the end of the survey. User ratings were analysed and successfully validated the expected affect and presence levels of each VE and affect ratings for each event/object. Our results demonstrate the effectiveness of the online validation of VE material in affective and cognitive neuroscience and wider research settings as a good scientific practice for future affect induction VR studies.
引用
收藏
页数:20
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