Multimodal emotion classification using machine learning in immersive and non-immersive virtual reality

被引:1
作者
Lima, Rodrigo [1 ,2 ,3 ]
Chirico, Alice [4 ]
Varandas, Rui [6 ,7 ]
Gamboa, Hugo [6 ,7 ]
Gaggioli, Andrea [4 ,5 ]
Badia, Sergi Bermudez [1 ,2 ,3 ]
机构
[1] Univ Madeira, Fac Ciencias Exatas & Engn, Campus Univ Penteada, P-9000105 Funchal, Portugal
[2] Univ Nova Lisboa, Fac Ciencias & Tecnol, NOVA Lab Comp Sci & Informat, P-2829516 Caparica, Portugal
[3] Agencia Reg Desenvolvimento Invest Tecnol & Inovac, Caminho Penteada, P-9020105 Funchal, Portugal
[4] Univ Cattolica Sacro Cuore, Dipartimento Psicol, Largo Agostino Gemelli 1, I-20123 Milan, Italy
[5] Ist Auxol Italiano, IRCCS, Appl Technol Neuropsychol Lab, I-20149 Milan, Italy
[6] Univ Nova Lisboa, Fac Ciencias & Tecnol, Lab Instrumentat Biomed Engn & Radiat Phys, LIBPhys, P-2829516 Setubal, Portugal
[7] PLUX Wireless Biosignals SA, Ave 5 Outubro 70, P-1050059 Lisbon, Portugal
关键词
Affective computing; Emotions; Wearables; Physiological signals; Machine learning; Virtual reality; RECOGNITION; APPRAISAL; DATABASE; VALENCE; STRESS;
D O I
10.1007/s10055-024-00989-y
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Affective computing has been widely used to detect and recognize emotional states. The main goal of this study was to detect emotional states using machine learning algorithms automatically. The experimental procedure involved eliciting emotional states using film clips in an immersive and non-immersive virtual reality setup. The participants' physiological signals were recorded and analyzed to train machine learning models to recognize users' emotional states. Furthermore, two subjective ratings emotional scales were provided to rate each emotional film clip. Results showed no significant differences between presenting the stimuli in the two degrees of immersion. Regarding emotion classification, it emerged that for both physiological signals and subjective ratings, user-dependent models have a better performance when compared to user-independent models. We obtained an average accuracy of 69.29 +/- 11.41% and 71.00 +/- 7.95% for the subjective ratings and physiological signals, respectively. On the other hand, using user-independent models, the accuracy we obtained was 54.0 +/- 17.2% and 24.9 +/- 4.0%, respectively. We interpreted these data as the result of high inter-subject variability among participants, suggesting the need for user-dependent classification models. In future works, we intend to develop new classification algorithms and transfer them to real-time implementation. This will make it possible to adapt to a virtual reality environment in real-time, according to the user's emotional state.
引用
收藏
页数:23
相关论文
共 50 条
  • [21] Immersive and Non-Immersive Virtual Reality for Pain and Anxiety Management in Pediatric Patients with Hematological or Solid Cancer: A Systematic Review
    Comparcini, Dania
    Simonetti, Valentina
    Galli, Francesco
    Saltarella, Ilaria
    Altamura, Concetta
    Tomietto, Marco
    Desaphy, Jean-Francois
    Cicolini, Giancarlo
    [J]. CANCERS, 2023, 15 (03)
  • [22] Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing
    Marin-Morales, Javier
    Llinares, Carmen
    Guixeres, Jaime
    Alcaniz, Mariano
    [J]. SENSORS, 2020, 20 (18) : 1 - 26
  • [23] Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness
    Bevilacqua, Roberta
    Maranesi, Elvira
    Riccardi, Giovanni Renato
    Di Donna, Valentina
    Pelliccioni, Paolo
    Luzi, Riccardo
    Lattanzio, Fabrizia
    Pelliccioni, Giuseppe
    [J]. JOURNAL OF CLINICAL MEDICINE, 2019, 8 (11)
  • [24] Affective Computing in Augmented Reality, Virtual Reality, and Immersive Learning Environments
    Lampropoulos, Georgios
    Fernandez-Arias, Pablo
    Anton-Sancho, Alvaro
    Vergara, Diego
    [J]. ELECTRONICS, 2024, 13 (15)
  • [25] Effects of Immersive and Non-Immersive Virtual Reality on the Static and Dynamic Balance of Stroke Patients: A Systematic Review and Meta-Analysis
    Garay-Sanchez, Aitor
    Suarez-Serrano, Carmen
    Ferrando-Margeli, Mercedes
    Jesus Jimenez-Rejano, Jose
    Marcen-Roman, Yolanda
    [J]. JOURNAL OF CLINICAL MEDICINE, 2021, 10 (19)
  • [26] Effects of physical, non-immersive virtual, and immersive virtual store environments on consumers' perceptions and purchase behavior
    Lombart, Cindy
    Millan, Elena
    Normand, Jean-Marie
    Verhulst, Adrien
    Labbe-Pinlon, Blandine
    Moreau, Guillaume
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2020, 110
  • [27] An intradialytic non-immersive virtual reality exercise programme: a crossover randomized controlled trial
    Martinez-Olmos, Francisco J.
    Gomez-Conesa, Antonia A.
    Garcia-Testal, Alicia
    Ortega-Perez-de-Villar, Lucia
    Valtuena-Gimeno, Noemi
    Gil-Gomez, Jose A.
    Garcia-Maset, Rafael
    Segura-Orti, Eva
    [J]. NEPHROLOGY DIALYSIS TRANSPLANTATION, 2022, 37 (07) : 1366 - 1374
  • [28] Learning Science in Immersive Virtual Reality
    Parong, Jocelyn
    Mayer, Richard E.
    [J]. JOURNAL OF EDUCATIONAL PSYCHOLOGY, 2018, 110 (06) : 785 - 797
  • [29] Effectiveness of Non-Immersive Virtual Reality Simulation in Learning Knowledge and Skills for Nursing Students: Meta-analysis
    Qiao, Jia
    Huang, Can-Ran
    Liu, Qian
    Li, Su-Ya
    Xu, Jing
    Li, Lu
    Redding, Sharon R.
    Ouyang, Yan-Qiong
    [J]. CLINICAL SIMULATION IN NURSING, 2023, 76 : 26 - 38
  • [30] Short-term motor learning through non-immersive virtual reality task in individuals with down syndrome
    Carlos Bandeira de Mello Monteiro
    Talita Dias da Silva
    Luiz Carlos de Abreu
    Felipe Fregni
    Luciano Vieira de Araujo
    Fernando Henrique Inocêncio Borba Ferreira
    Claudio Leone
    [J]. BMC Neurology, 17