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Assessing emotional responses induced in virtual reality using a consumer EEG headset: A preliminary report

机译:使用消费者EEG耳机评估虚拟现实中诱导的情绪反应:初步报告

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We report on a pilot study involving emotion elicitation in virtual reality (VR) and assessment of emotional responses with a consumer-grade EEG device. The stimulation used HTC Vive VR system showing pictures from NAPS database within a specifically designed virtual environment. The stimulation consisted of two distinct sequences with 10 pictures of happiness and 10 pictures of fear. Each picture was contained in a separate virtual room that the participants traveled through along a preset path. The estimation employed EMOTIV EPOC+ 14-channel EEG headset and a custom-developed application. The software wirelessly received EEG signals from alpha, beta low, beta high, gamma and theta bands, time-stamped them and dynamically stored in a relational database for subsequent analysis. Our preliminary results show that statistically significant correlations between valence and arousal ratings of pictures and EEG bands are present but highly personalized. Simultaneous correct placement of VR and EEG headsets is demanding and precise localization of electrodes is difficult. In fact, if emotion estimation is not strictly necessary we recommend using devices with fewer electrodes. Nevertheless, we found the EEG to be effective. By acknowledging its limitations, and using the headset in the correct context, experiments involving emotions may be significantly amended.
机译:我们报告了一个涉及虚拟现实(VR)情绪诱导的试点研究,以及对消费级EEG器件的情绪响应的评估。刺激使用HTC Vive VR系统,显示了从专门设计的虚拟环境中的水开数据库的图片。刺激由两个不同的序列组成,幸福的10张照片和10张恐惧的照片。每张图片包含在一个单独的虚拟房间,参与者沿着预设路径行进。估计采用了EMECTIV ePOC + 14通道EEG耳机和定制的应用程序。该软件无线地接收来自alpha,beta低,beta高,伽马和螺柱的eeg信号,时间戳,并动态地存储在关系数据库中以进行后续分析。我们的初步结果表明,统计上的价值与痛风乐队之间的统计学相关性和脑电图乐队之间存在,但高度个性化。同时正确放置VR和EEG耳机要求苛刻,难以精确定位电极。事实上,如果没有严格必要的情绪估计,我们建议使用具有更少电极的设备。尽管如此,我们发现脑电局有效。通过承认其限制,并在正确的上下文中使用耳机,可能会显着修正涉及情绪的实验。

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