[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3383812.3383844acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicigpConference Proceedingsconference-collections
research-article

Applying Self-Assessment Manikin (SAM) to Evaluate the Affective Arousal Effects of VR Games

Published: 25 March 2020 Publication History

Abstract

There are necessary procedures that apply self-assessment to evaluate subjects' emotions in the traditional affective stimulation systems. This paper describes a new attempt to use some of the VR games as emotional materials to arouse basic emotions and evaluate the affective arousal effects with Self-Assessment Manikin (SAM). This provides an objective and active way to stimulate emotions (e.g. happiness, sadness, fear, relaxation, disgust, and rage) when players are immersed in VR games. In our study, we standardized the VR games for affective materials according to the picture, video, and audio in the traditional affective stimulation systems as references, and employed SAM to verify the validity of the Mehrabian emotion model. This is the first time an active approach has been used to evoke emotions through VR games, which serves as an alternative between cognitive psychology and computer science.

References

[1]
ALTHOBAITI, T., KATSIGIANNIS, S., WEST, D., and RAMZAN, N., 2019. Examining Human-Horse Interaction by Means of Affect Recognition via Physiological Signals. IEEE Access 7(2019), 77857--77867. DOI= http://dx.doi.org/10.1109/access.2019.2922037.
[2]
LEDOUX, J.E., 2000. Emotion circuits in the brain. Annual Review of Neuroscience 23(2000), 155--184. DOI= http://dx.doi.org/10.1146/annurev.neuro.23.1.155.
[3]
RUI, G., LI, S., LI, H., WEI, G., and OWENS, G., 2013. Pervasive and Unobtrusive Emotion Sensing for Human Mental Health. In Pervasive Computing Technologies for Healthcare (PervasiveHealth), 2013-7th International Conference on.
[4]
BALAN, O., MOISE, G., MOLDOVEANU, A., LEORDEANU, M., and MOLDOVEANU, F., 2019. Fear Level Classification Based on Emotional Dimensions and Machine Learning Techniques. Sensors 19, 7 (Apr 1). DOI= http://dx.doi.org/10.3390/s19071738.
[5]
BRADLEY, M.M. and LANG, P.J., 2017. International Affective Picture System. In Encyclopedia of Personality and Individual Differences, 1--4. DOI= http://dx.doi.org/10.1007/978-3-319-28099-8_42-1.
[6]
STEVENSON, R.A. and JAMES, T.W.J.B.R.M., 2008. Affective auditory stimuli: Characterization of the International Affective Digitized Sounds (IADS) by discrete emotional categories 40, 1, 315--321.
[7]
ZHANG, W., SHU, L., XU, X., and LIAO, D., 2017. Affective Virtual Reality System (AVRS): Design and Ratings of Affective VR Scenes. In Proceedings of the 2017 International Conference on Virtual Reality and Visualization (ICVRV) (2017), 311--314. DOI= http://dx.doi.org/10.1109/icvrv.2017.00072.
[8]
IMBIR, K.K., 2015. Affective norms for 1,586 Polish words (ANPW): Duality-of-mind approach. Behav Res Methods 47, 3 (Sep), 860--870. DOI= http://dx.doi.org/10.3758/s13428-014-0509-4.
[9]
SMEIJERS, D. and KOOLE, S.L., 2019. Testing the Effects of a Virtual Reality Game for Aggressive Impulse Management (VR-GAIME): Study Protocol. Frontiers in Psychiatry 10(Feb 26). DOI= http://dx.doi.org/10.3389/fpsyt.2019.00083.
[10]
ZYDA, M., 2005. From visual simulatiou to virtual reality to games. Computer 38, 9 (Sep), 25-+. DOI= http://dx.doi.org/10.1109/mc.2005.297.
[11]
BRADLEY, M.M. and LANG, P.J.J.J.B.T.E.P., 1994. Measuring emotion: The self-assessment manikin and the semantic differential 25, 1, 49--59.
[12]
MEHRABIAN, A.J.J.O.P. and ASSESSMENT, B., 1997. Comparison of the PAD and PANAS as models for describing emotions and for differentiating anxiety from depression 19, 4, 331--357.
[13]
MEHRABIAN, A., 1995. Framework for a comprehensive description and measurement of emotional states. Genetic, social, and general psychology monographs 121, 3 (1995-Aug), 339--361.
[14]
MURDOCH, M., PARTIN, M.R., VANG, D., and KEHLE-FORBES, S.M., 2019. The Psychological Risk of Minimal Risk Activities: A Pre- and Posttest Study Using the Self-Assessment Manikin. Journal of Empirical Research on Human Research Ethics 14, 1 (Feb), 15--22. DOI= http://dx.doi.org/10.1177/1556264618810302.
[15]
BACKS, R.W., DA SILVA, S.P., and HAN, K., 2005. A comparison of younger and older adults' Self-Assessment Manikin ratings of affective pictures. Experimental Aging Research 31, 4 (Oct-Dec), 421--440. DOI= http://dx.doi.org/10.1080/03610730500206808.
[16]
GEETHANJALI, B., ADALARASU, K., HEMAPRABA, A., KUMAR, S.P., and RAJASEKERAN, R.J.B.R.-T., 2017. Emotion analysis using SAM (Self-Assessment Manikin) scale, 18--24.
[17]
YEH, S.-C., HOU, C.-L., PENG, W.-H., WEI, Z.-Z., HUANG, S., KUNG, E.Y.-C., LIN, L., and LIU, Y.-H., 2018. A multiplayer online car racing virtual-reality game based on internet of brains. Journal of Systems Architecture 89(Sep), 30--40. DOI= http://dx.doi.org/10.1016/j.sysarc.2018.06.004.
[18]
DU, C.J. and SUN, D.W., 2005. Comparison of three methods for classification of pizza topping using different colour space transformations. Journal of Food Engineering 68, 3 (Jun), 277--287. DOI= http://dx.doi.org/10.1016/j.jfoodeng.2004.05.044.
[19]
KROENKE, K., SPITZER, R.L., and WILLIAMS, J.B.W.J.J.O.G.I.M., 2001. The PHQ-9--16, 9, 606--613.
[20]
JEGEDE, R.O.J.P.R., 1977. Psychometric attributes of the Self-Rating Anxiety Scale 40, 1, 303.
[21]
ZUNG, W.W., RICHARDS, C.B., and SHORT, M.J., 1965. Self-rating depression scale in an outpatient clinic. Further validation of the SDS. Archives of General Psychiatry 13, 6 (1965-Dec), 508--515.

Cited By

View all
  • (2024)Contactless Electrostatic Piloerection for Haptic SensationsIEEE Transactions on Haptics10.1109/TOH.2023.326988517:2(140-151)Online publication date: Apr-2024
  • (2024)EEG Microstates and fNIRS Metrics Reveal the Spatiotemporal Joint Neural Processing Features of Human EmotionsIEEE Transactions on Affective Computing10.1109/TAFFC.2024.339972915:4(2128-2138)Online publication date: Oct-2024
  • (2024)An Analysis of Physiological and Psychological Responses in Virtual Reality and Flat Screen GamingIEEE Transactions on Affective Computing10.1109/TAFFC.2024.336870315:3(1696-1710)Online publication date: Jul-2024
  • Show More Cited By

Index Terms

  1. Applying Self-Assessment Manikin (SAM) to Evaluate the Affective Arousal Effects of VR Games

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    ICIGP '20: Proceedings of the 2020 3rd International Conference on Image and Graphics Processing
    February 2020
    172 pages
    ISBN:9781450377201
    DOI:10.1145/3383812
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    In-Cooperation

    • Nanyang Technological University
    • UNIBO: University of Bologna

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 25 March 2020

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Self-Assessment Manikin
    2. VR game
    3. emotion arousal

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    ICIGP 2020

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)370
    • Downloads (Last 6 weeks)61
    Reflects downloads up to 14 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Contactless Electrostatic Piloerection for Haptic SensationsIEEE Transactions on Haptics10.1109/TOH.2023.326988517:2(140-151)Online publication date: Apr-2024
    • (2024)EEG Microstates and fNIRS Metrics Reveal the Spatiotemporal Joint Neural Processing Features of Human EmotionsIEEE Transactions on Affective Computing10.1109/TAFFC.2024.339972915:4(2128-2138)Online publication date: Oct-2024
    • (2024)An Analysis of Physiological and Psychological Responses in Virtual Reality and Flat Screen GamingIEEE Transactions on Affective Computing10.1109/TAFFC.2024.336870315:3(1696-1710)Online publication date: Jul-2024
    • (2024)Exploring emotional experiences and dataset construction in the era of short videos based on physiological signalsBiomedical Signal Processing and Control10.1016/j.bspc.2024.10664896(106648)Online publication date: Oct-2024
    • (2023)CLAYmb: The Development and Assessment of an Interactive Learning Application for Pottery MakingEuropean Journal of Theoretical and Applied Sciences10.59324/ejtas.2023.1(4).011:4(3-14)Online publication date: 5-Jul-2023
    • (2023)Cross-Subject Emotion Recognition Brain–Computer Interface Based on fNIRS and DBJNetCyborg and Bionic Systems10.34133/cbsystems.00454Online publication date: Jan-2023
    • (2023)Using Ecological Momentary Assessments to Study How Daily Fluctuations in Psychological States Impact Stress, Well-Being, and HealthJournal of Clinical Medicine10.3390/jcm1301002413:1(24)Online publication date: 19-Dec-2023
    • (2023)Automatic Emotion Recognition from EEG Signals Using a Combination of Type-2 Fuzzy and Deep Convolutional NetworksElectronics10.3390/electronics1210221612:10(2216)Online publication date: 12-May-2023
    • (2023)Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing TechnologiesApplied Sciences10.3390/app13241332213:24(13322)Online publication date: 17-Dec-2023
    • (2023)Towards Facial Expression Recognition in Immersive Virtual Reality with EmojiRain2023 11th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW)10.1109/ACIIW59127.2023.10388094(1-5)Online publication date: 10-Sep-2023
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media