Rodrigo Lima, Alice Chirico, Rui Varandas, Hugo Gamboa, Andrea Gaggioli, Sergi Bermúdez i Badia
{"title":"在沉浸式和非沉浸式虚拟现实中使用机器学习进行多模态情感分类","authors":"Rodrigo Lima, Alice Chirico, Rui Varandas, Hugo Gamboa, Andrea Gaggioli, Sergi Bermúdez i Badia","doi":"10.1007/s10055-024-00989-y","DOIUrl":null,"url":null,"abstract":"<p>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.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"107 1","pages":""},"PeriodicalIF":4.4000,"publicationDate":"2024-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Multimodal emotion classification using machine learning in immersive and non-immersive virtual reality\",\"authors\":\"Rodrigo Lima, Alice Chirico, Rui Varandas, Hugo Gamboa, Andrea Gaggioli, Sergi Bermúdez i Badia\",\"doi\":\"10.1007/s10055-024-00989-y\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>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.</p>\",\"PeriodicalId\":23727,\"journal\":{\"name\":\"Virtual Reality\",\"volume\":\"107 1\",\"pages\":\"\"},\"PeriodicalIF\":4.4000,\"publicationDate\":\"2024-05-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Virtual Reality\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1007/s10055-024-00989-y\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-024-00989-y","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Multimodal emotion classification using machine learning in immersive and non-immersive virtual reality
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.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.