Influencing human affective responses to dynamic virtual environments

Research output: Contribution to journalArticlepeer-review

Standard

Influencing human affective responses to dynamic virtual environments. / Moghimi, Mohammadhossein; Stone, Robert; Rotshtein, Pia; Cooke, Neil.

In: Presence, Vol. 25, No. 2, 14.11.2016, p. 81-107.

Research output: Contribution to journalArticlepeer-review

Harvard

APA

Vancouver

Author

Bibtex

@article{ec91bb3e93c6478c979ae52f08272387,
title = "Influencing human affective responses to dynamic virtual environments",
abstract = "Detecting and measuring emotional responses whilst interacting withVirtual Reality (VR), and assessing and interpreting their impacts on humanengagement and “immersion”, are both academically and technologicallychallenging. Whilst many researchers have, in the past, focused on the affectiveevaluation of passive environments, such as listening to music or the observation of videos and imagery, virtual realities and related interactive environments have only been used in a small number of research studies as a mean of presenting emotional stimuli. This paper reports the first stage (focusing on participants{\textquoteright} subjective responses) of a range of experimental investigations supporting the evaluation of emotional responses within a virtual environment, according to a three-dimensional (Valence, Arousal and Dominance) model of affects, developed in the 1970s and 1980s. To populate this three-dimensional model with participants{\textquoteright} emotional responses, an “affective VR”, capable of manipulating users{\textquoteright} emotions, has beendesigned and subjectively evaluated. The VR takes the form of a dynamic“speedboat” simulation, elements (controllable VR parameters) of which wereassessed and selected based on a 35-respondent online survey, coupled with theimplementation of an affective power approximation algorithm. A further 68participants took part in a series of trials, interacting with a number of VR variations, while subjectively rating their emotional responses. The experimental results provide an early level of confidence that this particular affective VR is capable of manipulating individuals{\textquoteright} emotional experiences, through the control of its internal parameters. Moreover, the approximation technique proved to be fairly reliable in predicting users{\textquoteright} potential emotional responses, in various affective VR settings, prior to actual experiences. Finally, the analysis suggested that the emotional response of the users, with different gender and gaming experiences, could vary, when presented with the same affective VR situation.",
author = "Mohammadhossein Moghimi and Robert Stone and Pia Rotshtein and Neil Cooke",
year = "2016",
month = nov,
day = "14",
doi = "10.1162/PRES_a_00249",
language = "English",
volume = "25",
pages = "81--107",
journal = "Presence",
issn = "1054-7460",
publisher = "Massachusetts Institute of Technology Press",
number = "2",

}

RIS

TY - JOUR

T1 - Influencing human affective responses to dynamic virtual environments

AU - Moghimi, Mohammadhossein

AU - Stone, Robert

AU - Rotshtein, Pia

AU - Cooke, Neil

PY - 2016/11/14

Y1 - 2016/11/14

N2 - Detecting and measuring emotional responses whilst interacting withVirtual Reality (VR), and assessing and interpreting their impacts on humanengagement and “immersion”, are both academically and technologicallychallenging. Whilst many researchers have, in the past, focused on the affectiveevaluation of passive environments, such as listening to music or the observation of videos and imagery, virtual realities and related interactive environments have only been used in a small number of research studies as a mean of presenting emotional stimuli. This paper reports the first stage (focusing on participants’ subjective responses) of a range of experimental investigations supporting the evaluation of emotional responses within a virtual environment, according to a three-dimensional (Valence, Arousal and Dominance) model of affects, developed in the 1970s and 1980s. To populate this three-dimensional model with participants’ emotional responses, an “affective VR”, capable of manipulating users’ emotions, has beendesigned and subjectively evaluated. The VR takes the form of a dynamic“speedboat” simulation, elements (controllable VR parameters) of which wereassessed and selected based on a 35-respondent online survey, coupled with theimplementation of an affective power approximation algorithm. A further 68participants took part in a series of trials, interacting with a number of VR variations, while subjectively rating their emotional responses. The experimental results provide an early level of confidence that this particular affective VR is capable of manipulating individuals’ emotional experiences, through the control of its internal parameters. Moreover, the approximation technique proved to be fairly reliable in predicting users’ potential emotional responses, in various affective VR settings, prior to actual experiences. Finally, the analysis suggested that the emotional response of the users, with different gender and gaming experiences, could vary, when presented with the same affective VR situation.

AB - Detecting and measuring emotional responses whilst interacting withVirtual Reality (VR), and assessing and interpreting their impacts on humanengagement and “immersion”, are both academically and technologicallychallenging. Whilst many researchers have, in the past, focused on the affectiveevaluation of passive environments, such as listening to music or the observation of videos and imagery, virtual realities and related interactive environments have only been used in a small number of research studies as a mean of presenting emotional stimuli. This paper reports the first stage (focusing on participants’ subjective responses) of a range of experimental investigations supporting the evaluation of emotional responses within a virtual environment, according to a three-dimensional (Valence, Arousal and Dominance) model of affects, developed in the 1970s and 1980s. To populate this three-dimensional model with participants’ emotional responses, an “affective VR”, capable of manipulating users’ emotions, has beendesigned and subjectively evaluated. The VR takes the form of a dynamic“speedboat” simulation, elements (controllable VR parameters) of which wereassessed and selected based on a 35-respondent online survey, coupled with theimplementation of an affective power approximation algorithm. A further 68participants took part in a series of trials, interacting with a number of VR variations, while subjectively rating their emotional responses. The experimental results provide an early level of confidence that this particular affective VR is capable of manipulating individuals’ emotional experiences, through the control of its internal parameters. Moreover, the approximation technique proved to be fairly reliable in predicting users’ potential emotional responses, in various affective VR settings, prior to actual experiences. Finally, the analysis suggested that the emotional response of the users, with different gender and gaming experiences, could vary, when presented with the same affective VR situation.

UR - http://www.scopus.com/inward/record.url?scp=84995542938&partnerID=8YFLogxK

U2 - 10.1162/PRES_a_00249

DO - 10.1162/PRES_a_00249

M3 - Article

AN - SCOPUS:84995542938

VL - 25

SP - 81

EP - 107

JO - Presence

JF - Presence

SN - 1054-7460

IS - 2

ER -