IEEE Transactions on Multimedia · 2021 · 65 citations · 68 references
ComputingBehavioral SciencesPsychologyInteractive MediaPsychophysiologyVirtual Reality DesignAffective ComputingEmotion RecognitionImmersive MediaReal-time Rendering For Virtual RealityVideo RecordingVirtual Reality360-Degree Video360-Degree Video StorytellingEmotion AnnotationEmotion Dataset ConstructionEmotionsImmersive Video EnvironmentsImmersive Virtual RealitySelf-reports Of Affect
Watching 360 <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$^\circ$</tex-math></inline-formula> videos using Virtual Reality (VR) head-mounted displays (HMDs) provides interactive and immersive experiences, where videos can evoke different emotions. Existing emotion self-report techniques within VR however are either retrospective or interrupt the immersive experience. To address this, we introduce the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Continuous Physiological and Behavioral Emotion Annotation Dataset for 360<inline-formula><tex-math notation="LaTeX">$^\circ$</tex-math></inline-formula> Videos (CEAP-360VR)</i> . We conducted a controlled study (N=32) where participants used a Vive Pro Eye HMD to watch eight validated affective 360 <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$^\circ$</tex-math></inline-formula> video clips, and annotated their valence and arousal (V-A) continuously. We collected (a) behavioral (head and eye movements; pupillometry) signals (b) physiological (heart rate, skin temperature, electrodermal activity) responses (c) momentary emotion self-reports (d) within-VR discrete emotion ratings (e) motion sickness, presence, and workload. We show the consistency of continuous annotation trajectories and verify their mean V-A annotations. We find high consistency between viewed 360 <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$^\circ$</tex-math></inline-formula> video regions across subjects, with higher consistency for eye than head movements. We furthermore run baseline classification experiments, where Random Forest classifiers with 2s segments show good accuracies for subject-independent models: 66.80% (V) and 64.26% (A) for binary classification; 49.92% (V) and 52.20% (A) for 3-class classification. Our open dataset allows further experiments with continuous emotion self-reports collected in 360 <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$^\circ$</tex-math></inline-formula> VR environments, which can enable automatic assessment of immersive Quality of Experience (QoE) andmomentary affective states.
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James A. Russell · Journal of Personality and Social Psychology · 1980 · 16K citations
Conditional Generative Adversarial Nets
Mehdi Mirza, Simon Osindero · arXiv (Cornell University) · 2014 · 8.9K citations · Full text