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A Public Database of Immersive VR Videos with Corresponding Ratings of Arousal Valence and Correlations between Head Movements and Self Report Measures

机译:具有沉浸式虚拟现实视频的公共数据库其头部动作和自我报告测度之间的唤起价和相关性等级相对应

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摘要

Virtual reality (VR) has been proposed as a methodological tool to study the basic science of psychology and other fields. One key advantage of VR is that sharing of virtual content can lead to more robust replication and representative sampling. A database of standardized content will help fulfill this vision. There are two objectives to this study. First, we seek to establish and allow public access to a database of immersive VR video clips that can act as a potential resource for studies on emotion induction using virtual reality. Second, given the large sample size of participants needed to get reliable valence and arousal ratings for our video, we were able to explore the possible links between the head movements of the observer and the emotions he or she feels while viewing immersive VR. To accomplish our goals, we sourced for and tested 73 immersive VR clips which participants rated on valence and arousal dimensions using self-assessment manikins. We also tracked participants' rotational head movements as they watched the clips, allowing us to correlate head movements and affect. Based on past research, we predicted relationships between the standard deviation of head yaw and valence and arousal ratings. Results showed that the stimuli varied reasonably well along the dimensions of valence and arousal, with a slight underrepresentation of clips that are of negative valence and highly arousing. The standard deviation of yaw positively correlated with valence, while a significant positive relationship was found between head pitch and arousal. The immersive VR clips tested are available online as .
机译:已经提出虚拟现实(VR)作为研究心理学和其他领域的基础科学的方法论工具。 VR的主要优势之一是共享虚拟内容可以带来更强大的复制和代表性采样。标准化内容数据库将有助于实现这一愿景。这项研究有两个目标。首先,我们寻求建立并允许公众访问沉浸式VR视频剪辑数据库,该数据库可作为使用虚拟现实进行情感诱导研究的潜在资源。其次,鉴于需要大量参与者来获取视频的有效价和唤醒评分,因此我们能够探索观察者的头部运动与观看沉浸式VR时所感受到的情绪之间的可能联系。为了实现我们的目标,我们采购并测试了73个沉浸式VR剪辑,参与者使用自我评估的人体模型对价和唤醒尺寸进行了评分。我们还观察了参与者观看剪辑时参与者的旋转头部运动,从而使我们可以关联头部运动和影响。根据过去的研究,我们预测了头偏航的标准偏差与效价和唤醒等级之间的关系。结果表明,刺激在价位和唤醒范围内变化合理,带有负价位且引起高度刺激的片段略有不足。偏航的标准偏差与效价呈正相关,而头部俯仰与唤醒之间呈显着正相关。经过测试的身临其境的VR剪辑可从网上获取。

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