| Literature DB >> 32927722 |
Javier Marín-Morales1, Carmen Llinares1, Jaime Guixeres1, Mariano Alcañiz1.
Abstract
Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. However, immersive virtual reality, which allows researchers to simulate environments in controlled laboratory conditions with high levels of sense of presence and interactivity, is becoming more popular in emotion research. Moreover, its synergy with implicit measurements and machine-learning techniques has the potential to impact transversely in many research areas, opening new opportunities for the scientific community. This paper presents a systematic review of the emotion recognition research undertaken with physiological and behavioural measures using head-mounted displays as elicitation devices. The results highlight the evolution of the field, give a clear perspective using aggregated analysis, reveal the current open issues and provide guidelines for future research.Entities:
Keywords: affective computing; emotion elicitation; emotion recognition; head-mounted display; machine learning; virtual reality
Year: 2020 PMID: 32927722 PMCID: PMC7570837 DOI: 10.3390/s20185163
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Overview of the main implicit techniques used in human behaviour research.
| Implicit Technique | Biometric Signal Measured | Sensor | Features | Psychological or Behavioural Construct Inferred |
|---|---|---|---|---|
| EDA | Changes in skin conductance | Electrodes attached to fingers, palms or soles | Skin conductance response, tonic activity and phasic activity | Attention and arousal |
| HRV | 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 |
| EEG | 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 |
| fMRI | 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 |
| fNIRS | 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 |
| ET | Corneal reflection and pupil dilation | Infrared cameras point towards eyes | Eye movements (gaze, fixation, saccades), blinks, pupil dilation | Visual attention, engagement, drowsiness and fatigue |
| FEA | Activity of facial muscles | Camera points towards face | Position and orientation of head. Activation of action units | Basic emotions, engagement, arousal and valence |
| SER | Voice | Microphone | Prosodic and spectral features | Stress, basic emotions, arousal and valence |
Figure 1Scheme of the PRISMA procedure followed in the review.
Summary of previous research.
| No | Author | Emotion | Signals | Features | Data Analysis | Subjects | HMD | VR Stimuli | Stimuli Comparison | Dataset Availability |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Jang et al. (2002) [ | Arousal | HRV, EDA | HR, HRV frequency domain, SCL, ST | 11 | VFX3D | 3D flying and driving simulator | No | No | |
| 2 | Meehan et al. (2005) [ | Arousal | HRV, EDA | HR, SC, ST | 67 | Not reported | 3D training room vs. pit room | No | No | |
| 3 | Wilhelm et al. (2005) [ | 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) [ | 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) [ | Valence | EMG | EMG | ANOVA | 49 | Virtual Research V8 | 3D room with IAPS pictures projected | No | No |
| 6 | Parsons et al. (2013) [ | Arousal | HRV, EDA | HR, SC | ANOVA | 50 | eMagin Z800 | 3D high-mobility wheeled vehicle with Stroop task | No | No |
| 7 | Pallavicini et al. (2013) [ | Stress | HRV, EMG, RSP | HR, SC, RR | ANOVA | 39 | Vuzix VR Bundle | 3D classroom | No | No |
| 8 | Peperkorn et al. (2014) [ | 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) [ | Anxiety | HRV | HR | ANOVA | 75 (30 high anxiety) | eMagin Z800 | 3D lecture hall | No | No |
| 10 | Hartanto et al. (2014) [ | Stress | HRV | HR | MANOVA | 24 healthy subjects | eMagin Z800 | 3D stressful social environment | No | No |
| 11 | McCall et al. (2015) [ | 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) [ | 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) [ | Anxiety | HRV, EDA | HR, SC | ANOVA | 83 (42 spider-phobic) | eMagin Z800 | 3D virtual lab with spiders | No | No |
| 14 | Hildebrandt et al. (2016) [ | 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) [ | 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) [ | 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) [ | Stress | HRV, EDA | HR, SC | ANOVA | 45 | NVIS nVisor SX60 | 3D Trier Social Stress Test | No | No |
| 18 | Chirico et al. (2017) [ | 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) [ | Arousal | HRV, EDA | HRV time domain (AVNN, SDNN…) and frequency domain (LF, HF…), SC, SCL, SCR | 40 | Oculus Rift DK2 | 3D fire evacuation | No | No | |
| 20 | Breuninger et al. (2017) [ | Arousal | HRV, EDA | HR, HF, SC | 51 (23 agoraphobics) | TriVisio VR Vision | 3D car accident | No | No | |
| 21 | van’t Wout et al. (2017) [ | Stress | EDA | SCR | MANOVA | 44 veterans (19 with PTSD) | eMagin Z800 | 3D combat-related and classroom-related | No | No |
| 22 | Banaei et al. (2017) [ | Arousal, Valence | EEG | PSD, ERSPs | MANOVA | 17 | Samsung Gear VR | 3D rooms | No | No |
| 23 | Anderson et al. (2017) [ | 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) [ | 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) [ | 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) [ | 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) [ | 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) [ | 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) [ | Arousal | HRV | HR | 30 | HTC Vive | 3D exposure to a high height | No | No | |
| 30 | Gromer et al. (2019) [ | Fear | HRV, EDA | HR, SC | ANOVA | 49 (height-fearful) | HTC Vive | 3D forest | No | Yes |
| 31 | Zimmer et al. (2019) [ | 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) [ | 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) [ | Stress | HRV, EDA | HR, SC | 80 | TriVisio VR Vision | 3D neutral and trauma-related scene | No | No | |
| 34 | Kim et al. (2019) [ | 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) [ | Arousal | EEG | PSD | MANOVA | 28 | Samsung Gear VR | 360° sport videos | No | No |
| 36 | Takac et al. (2019) [ | Anxiety | HRV | HR | ANOVA | 19 | Oculus Rift | 3D rooms with public audience | No | No |
| 37 | Marín-Morales et al. (2019) [ | 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) [ | Fear | EEG | ERPs | ANOVA | 29 | Oculus Rift | 3D room with angry avatars | No | No |
| 39 | Granato et al. (2020) [ | 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) [ | 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) [ | Fear | Eye-tracking | Fixation counts, TTFF | ANOVA, | 53 (26 socially anxious) | HTC Vive | 3D room with angry avatars | No | Upon request |
| 42 | Huang et al. (2020) [ | Stress | EDA | SCL | MANOVA | 89 | Oculus Rift DK2 | 360° built vs. natural environments | No | Yes |
Signals: electroencephalograph (EEG), heart rate variability (HRV), electrodermalactivity (EDA), respiration (RSP) and electromyography (EMG). Features: heart rate (HR), high frequency (HF), low frequency (LF), LF/HF (low/high frequency ratio), very low frequency (VLF), total skin conductance (SC), skin conductance tonic level (SCL), fast varying phasic activity (SCR), skin temperature (ST), respiratory rate (RR), respiratory depth (RS), power spectral density (PSD), event-related spectral perturbations (ERSPs), event-related potencials (ERPs) and time to first fixation (TTFF). Data analysis: support vector machines (SVM), k-nearest neighbors algorithm (kNN), random forest (RF), linear discriminant analysis (LDA) and neural networks (NN).
Figure 2Evolution 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.
Figure 3Evolution of the number of papers published each year based on emotion analysed.
Figure 4Evolution of the number of papers published each year based on the implicit measure used.
Figure 5Evolution of the number of papers published each year by data analysis method used.
Figure 6Evolution of the number of papers published each year based on head-mounted display (HMD) used.
Previous research that included analyses of the validation of virtual reality (VR).
| 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 |