Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing
<p>Scheme of the PRISMA procedure followed in the review.</p> "> Figure 2
<p>Evolution of the number of papers published each year on the topic of virtual reality and emotions. The total number of papers to be published in 2020 has been extrapolated using data up to 25 March 2020.</p> "> Figure 3
<p>Evolution of the number of papers published each year based on emotion analysed.</p> "> Figure 4
<p>Evolution of the number of papers published each year based on the implicit measure used.</p> "> Figure 5
<p>Evolution of the number of papers published each year by data analysis method used.</p> "> Figure 6
<p>Evolution of the number of papers published each year based on head-mounted display (HMD) used.</p> ">
Abstract
:1. Introduction
1.1. Virtual Reality Set-Ups
1.2. Sense of Presence
1.3. Virtual Reality in Human Behaviour Research
1.4. The Validity of Virtual Reality
1.5. Implicit Measures and the Neuroscience Approach
1.6. Affective Computing and Emotion Recognition Systems
2. Materials and Methods
Data Collection
3. Results
3.1. Summary of Previous Research
3.2. Evolution of the Research
3.3. Emotions Analysed
3.4. Implicit Technique, Features used and Participants
3.5. Data Analysis
3.6. VR Set-Ups Used: HMDs and Formats
3.7. Validation of VR
4. Discussion
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Implicit Technique | Biometric Signal Measured | Sensor | Features | Psychological or Behavioural Construct Inferred |
---|---|---|---|---|
EDA (electro dermal activity) | Changes in skin conductance | Electrodes attached to fingers, palms or soles | Skin conductance response, tonic activity and phasic activity | Attention and arousal [80] |
HRV (heart rate variability) | Variability in heart contraction intervals | Electrodes attached to chest or limbs or optical sensor attached to finger, toe or earlobe | Time domain, frequency domain, non-linear domain | Stress, anxiety, arousal and valence [81,82] |
EEG (electroencephalogram) | Changes in electrical activity of the brain | Electrodes placed on scalp | Frequency band power, functional connectivity, event-related potentials | Attention, mental workload, drowsiness, fatigue, arousal and valence [83,84] |
fMRI (functional magnetic resonance imaging) | Concentrations of oxygenated vs. deoxygenated haemoglobin in the blood vessels of the brain | Magnetic resonance signal | blood-oxygen-level dependent | Motor execution, attention, memory, pain, anxiety, hunger, fear, arousal and valence [85] |
fNIRS (functional near-infrared spectroscopy) | Concentrations of oxygenated vs. deoxygenated haemoglobin in the blood | Near-infrared light placed on scalp | blood-oxygen-level dependent | Motor execution, cognitive task (mental arithmetic), decision-making and valence [86] |
ET (eye-tracking) | Corneal reflection and pupil dilation | Infrared cameras point towards eyes | Eye movements (gaze, fixation, saccades), blinks, pupil dilation | Visual attention, engagement, drowsiness and fatigue [87] |
FEA (facial expression analysis) | Activity of facial muscles | Camera points towards face | Position and orientation of head. Activation of action units | Basic emotions, engagement, arousal and valence [88] |
SER (speech emotion recognition) | Voice | Microphone | Prosodic and spectral features | Stress, basic emotions, arousal and valence [89] |
No | Author | Emotion | Signals | Features | Data Analysis | Subjects | HMD | VR Stimuli | Stimuli Comparison | Dataset Availability |
---|---|---|---|---|---|---|---|---|---|---|
1 | Jang et al. (2002) [104] | Arousal | HRV, EDA | HR, HRV frequency domain, SCL, ST | t-test | 11 | VFX3D | 3D flying and driving simulator | No | No |
2 | Meehan et al. (2005) [107] | Arousal | HRV, EDA | HR, SC, ST | t-test | 67 | Not reported | 3D training room vs. pit room | No | No |
3 | Wilhelm et al. (2005) [108] | Anxiety | HRV, EDA | HR, SC | ANOVA, correlations | 86 | Not reported | 3D height exposure | Partially (with a different real dataset) | No |
4 | Gorini et al. (2010) [109] | Anxiety | HRV, EDA | HR, SC | ANOVA | 30 (20 with food disorders) | Not reported | 3D photo and real food catering | VR vs. photo vs. real | No |
5 | Philipp et al. (2012) [110] | Valence | EMG | EMG | ANOVA | 49 | Virtual Research V8 | 3D room with IAPS pictures projected | No | No |
6 | Parsons et al. (2013) [111] | Arousal | HRV, EDA | HR, SC | ANOVA | 50 | eMagin Z800 | 3D high-mobility wheeled vehicle with Stroop task | No | No |
7 | Pallavicini et al. (2013) [112] | Stress | HRV, EMG, RSP | HR, SC, RR | ANOVA | 39 | Vuzix VR Bundle | 3D classroom | No | No |
8 | Peperkorn et al. (2014) [43] | Fear | HRV, EDA | HR, SC | ANOVA | 96 (48 spider-phobic) | eMagin Z800 | 3D virtual lab with time-varying threat (spiders and snakes) | No | No |
9 | Felnhofer et al. (2014) [113] | Anxiety | HRV | HR | ANOVA | 75 (30 high anxiety) | eMagin Z800 | 3D lecture hall | No | No |
10 | Hartanto et al. (2014) [114] | Stress | HRV | HR | MANOVA | 24 healthy subjects | eMagin Z800 | 3D stressful social environment | No | No |
11 | McCall et al. (2015) [115] | Arousal | HRV, EDA | HR, SC | Cross-correlations | 306 | NVIS nVisor SX60 | 3D room with time-varying threat (explosions, spiders, gunshots, etc.) | No | No |
12 | Felnhofer et al. (2015) [54] | Arousal | EDA | SCL | ANOVA | 120 | Sony HMZ-T1 3D | 3D park with 5 variations (joy, sadness, boredom, anger and anxiety) | No | No |
13 | Notzon et al. (2015) [116] | Anxiety | HRV, EDA | HR, SC | ANOVA | 83 (42 spider-phobic) | eMagin Z800 | 3D virtual lab with spiders | No | No |
14 | Hildebrandt et al. (2016) [117] | Arousal | HRV, EDA | RMSSD, SC | Regression | 300 | NVIS nVisor SX60 | 3D room with time-varying threats (explosions, spiders, gunshots, etc.) | No | No |
15 | Higuera-Trujillo et al. (2016) [118] | Stress | EDA | SCR | Kruskall–Wallis Test and correlations | 12 | Oculus Rift DK2 | 3D rooms (neutral, stress and calm) | No | No |
16 | Bian et al. (2016) [119] | Arousal | HRV, EMG, RSP | HR, LF, HF, LF/HF, RR, RS | Regression | 36 | Oculus Rift DK2 | 3D Flight simulator | No | No |
17 | Shiban et al. (2016) [120] | Stress | HRV, EDA | HR, SC | ANOVA | 45 | NVIS nVisor SX60 | 3D Trier Social Stress Test | No | No |
18 | Chirico et al. (2017) [121] | Awe | HRV, EDA, EMG | HF, VLF, SC | ANOVA | 42 | Samsung Gear VR | 360° neutral and awe videos | Immersive vs. non-immersive | No |
19 | Zou et al. (2017) [122] | Arousal | HRV, EDA | HRV time domain (AVNN, SDNN…) and frequency domain (LF, HF…), SC, SCL, SCR | t-test | 40 | Oculus Rift DK2 | 3D fire evacuation | No | No |
20 | Breuninger et al. (2017) [123] | Arousal | HRV, EDA | HR, HF, SC | t-test | 51 (23 agoraphobics) | TriVisio VR Vision | 3D car accident | No | No |
21 | van’t Wout et al. (2017) [124] | Stress | EDA | SCR | MANOVA | 44 veterans (19 with PTSD) | eMagin Z800 | 3D combat-related and classroom-related | No | No |
22 | Banaei et al. (2017) [125] | Arousal, Valence | EEG | PSD, ERSPs | MANOVA | 17 | Samsung Gear VR | 3D rooms | No | No |
23 | Anderson et al. (2017) [126] | Stress | HRV, EDA | LF, HF, LF/HF, SC | MANOVA | 18 | Oculus Rift DK2 | 360° indoor vs. natural panoramas | No | No |
24 | Chittaro et al. (2017) [127] | Arousal | HRV | HR, LF, HF, LF/HF | ANOVA | 108 | Sony HMZ-T1 3D | 3D cemetery and park | No | No |
25 | Higuera-Trujillo et al. (2017) [64] | Pleasantness | HRV, EDA | HF, SCR | Mann–Whitney U tests and correlations | 100 | Samsung Gear VR | 3D, 360° and real retail store | real vs. 3D VR vs. 360° VR | No |
26 | Biedermann et al. (2017) [128] | Anxiety | HRV, EDA, RSP | HR, SC, RR | ANOVA | 100 | HTC Vive | Mixed reality (3D VR with real-world elements) | No | Yes |
27 | Tsai et al. (2018) [129] | Anxiety | HRV | HRV time domain (HR, RMSSD…) and frequency domain (HF, LF…) | ANOVA | 30 | eMagin Z800 | 3D VR claustrophobic environments | Augmented reality vs. VR | Upon request |
28 | Marín-Morales et al. (2018) [105] | Arousal, Valence | EEG, HRV | PSD and functional connectivity, HRV Time (HR, RMSSD…), frequency (HF, LF…) and non-linear (SD1, SD2, Entropy…) domain | SVM | 60 | Samsung Gear VR | 360° virtual rooms | No | Upon request |
29 | Kisker et al. (2019) [130] | Arousal | HRV | HR | t-test, correlations and regressions | 30 | HTC Vive | 3D exposure to a high height | No | No |
30 | Gromer et al. (2019) [131] | Fear | HRV, EDA | HR, SC | ANOVA | 49 (height-fearful) | HTC Vive | 3D forest | No | Yes |
31 | Zimmer et al. (2019) [132] | Stress | HRV, salivary | HR, salivary cortisol responses, salivary alpha amylase | ANOVA | 50 | Oculus Rift DK2 | 3D Trier Social Stress Test | Replication of a real study | No |
32 | Lin et al. (2019) [133] | Stress | EDA, Navigation | SC, travel distance, travel time | Mann–Whitney U | 60 | HTC Vive | 3D, building on fire | No | No |
33 | Schweizer et al. (2019) [134] | Stress | HRV, EDA | HR, SC | t-test and correlations | 80 | TriVisio VR Vision | 3D neutral and trauma-related scene | No | No |
34 | Kim et al. (2019) [135] | Calm, sadness and joy | Gait Patterns | Step count, gait speed, foot plantar pressure | ANOVA | 12 | HTC Vive | 360° emotion-related videos | No | No |
35 | Uhm et at. (2019) [136] | Arousal | EEG | PSD | MANOVA | 28 | Samsung Gear VR | 360° sport videos | No | No |
36 | Takac et al. (2019) [137] | Anxiety | HRV | HR | ANOVA | 19 | Oculus Rift | 3D rooms with public audience | No | No |
37 | Marín-Morales et al. (2019) [65] | Arousal, Valence | HRV, EEG | PSD and functional connectivity, HRV Time (HR, RMSSD…), frequency (HF, LF…) and non-linear (SD1, SD2, Entropy…) domain | SVM | 60 | HTC Vive | 3D art museum | Real museum vs. 3D museum | Upon request |
38 | Stolz et al. (2019) [138] | Fear | EEG | ERPs | ANOVA | 29 | Oculus Rift | 3D room with angry avatars | No | No |
39 | Granato et al. (2020) [139] | Arousal, Valence | HRV, EDA, EMG, RSP | HR, SC, SCL, SCR, EMG, RR | SVM, RF, Gradient Boosting, Gaussian Process Regression | 33 | Oculus Rift DK2 | 3D video games | No | Yes |
40 | Bălan et al. (2020) [140] | Fear | HRV, EDA, EEG | HR, SC, PSD | kNN, SVM, RF, LDA, NN | 8 | HTC Vive | 3D acrophobia game | No | No |
41 | Reichenberger et al. (2020) [141] | Fear | Eye-tracking | Fixation counts, TTFF | ANOVA, t-test | 53 (26 socially anxious) | HTC Vive | 3D room with angry avatars | No | Upon request |
42 | Huang et al. (2020) [142] | Stress | EDA | SCL | MANOVA | 89 | Oculus Rift DK2 | 360° built vs. natural environments | No | Yes |
Type of Validation | % of Papers | Number of Papers |
---|---|---|
No validation | 83.33% | 35 |
Real | 7.14% | 3 |
Format | 7.14% | 3 |
Immersivity | 2.38% | 1 |
Previous datasets | 2.38% | 1 |
Replication | 2.38% | 1 |
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Marín-Morales, J.; Llinares, C.; Guixeres, J.; Alcañiz, M. Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing. Sensors 2020, 20, 5163. https://doi.org/10.3390/s20185163
Marín-Morales J, Llinares C, Guixeres J, Alcañiz M. Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing. Sensors. 2020; 20(18):5163. https://doi.org/10.3390/s20185163
Chicago/Turabian StyleMarín-Morales, Javier, Carmen Llinares, Jaime Guixeres, and Mariano Alcañiz. 2020. "Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing" Sensors 20, no. 18: 5163. https://doi.org/10.3390/s20185163
APA StyleMarín-Morales, J., Llinares, C., Guixeres, J., & Alcañiz, M. (2020). Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing. Sensors, 20(18), 5163. https://doi.org/10.3390/s20185163