Affective Computing has emerged as an important field of study that aims to develop systems that can automatically recognize emotions. Up to the present, elicitation has been carried out with non-immersive stimuli. This study, on the other hand, aims to develop an emotion recognition system for affective states evoked through Immersive Virtual Environments. Four alternative virtual rooms were designed to elicit four possible arousal-valence combinations, as described in each quadrant of the Circumplex Model of Affects. An experiment involving the recording of the electroencephalography (EEG) and electrocardiography (ECG) of sixty participants was carried out. A set of features was extracted from these signals using various state-of-the-art metrics that quantify brain and cardiovascular linear and nonlinear dynamics, which were input into a Support Vector Machine classifier to predict the subject's arousal and valence perception. The model's accuracy was 75.00% along the arousal dimension and 71.21% along the valence dimension. Our findings validate the use of Immersive Virtual Environments to elicit and automatically recognize different emotional states from neural and cardiac dynamics; this development could have novel applications in fields as diverse as Architecture, Health, Education and Videogames.

译文

:情感计算已经成为一个重要的研究领域,旨在开发可以自动识别情绪的系统。迄今为止,已经在非沉浸式刺激下进行了启发。另一方面,本研究旨在为通过沉浸式虚拟环境诱发的情感状态开发情感识别系统。设计了四个替代虚拟房间,以引发四个可能的唤醒价组合,如“环回模型”的每个象限中所述。进行了一项涉及记录60名参与者的脑电图(EEG)和心电图(ECG)的实验。使用各种可量化大脑和心血管线性和非线性动力学的最新指标,从这些信号中提取一组功能,将这些功能输入到支持向量机分类器中,以预测对象的唤醒和效价感知。该模型在唤醒维度上的准确度为75.00%,在化合价维度上的准确度为71.21%。我们的发现验证了沉浸式虚拟环境的使用,可以从神经和心脏动力学中诱发并自动识别不同的情绪状态;这种发展可能会在建筑,健康,教育和电子游戏等各个领域具有新颖的应用。

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