An Immersive and Interactive VR Dataset to Elicit Emotions

Images and videos are widely used to elicit emotions; however, their visual appeal differs from real-world experiences. With virtual reality becoming more realistic, immersive, and interactive, we envision virtual environments to elicit emotions effectively, rapidly, and with high ecological validity. This work presents the first interactive virtual reality dataset to elicit emotions. We created five interactive virtual environments based on corresponding validated 360° videos and validated their effectiveness with 160 participants. Our results show that our virtual environments successfully elicit targeted emotions. Compared with the existing methods using images or videos, our dataset allows virtual reality researchers and practitioners to integrate their designs effectively with emotion elicitation settings in an immersive and interactive way.

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Institutions

Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2024-09-10
DOI
https://doi.org/10.1109/tvcg.2024.3456202
Citations
5
Primary Topic
Emotion and Mood Recognition
Type
article
Field-Weighted Citation Impact
2.54

Funders

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article

An Immersive and Interactive VR Dataset to Elicit Emotions

Benjamin Tag, Maximiliane Windl, Zhanna Sarsenbayeva, Sven Mayer et al.
5 citations
IEEE Transactions on Visualization and Computer Graphics
Emotion and Mood Recognition
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article

An Immersive and Interactive VR Dataset to Elicit Emotions

Benjamin Tag, Maximiliane Windl, Zhanna Sarsenbayeva, Sven Mayer, Weiwei Jiang
article en
5 citations

Abstract

Images and videos are widely used to elicit emotions; however, their visual appeal differs from real-world experiences. With virtual reality becoming more realistic, immersive, and interactive, we envision virtual environments to elicit emotions effectively, rapidly, and with high ecological validity. This work presents the first interactive virtual reality dataset to elicit emotions. We created five interactive virtual environments based on corresponding validated 360° videos and validated their effectiveness with 160 participants. Our results show that our virtual environments successfully elicit targeted emotions. Compared with the existing methods using images or videos, our dataset allows virtual reality researchers and practitioners to integrate their designs effectively with emotion elicitation settings in an immersive and interactive way.

IEEE Transactions on Visualization and Computer GraphicsVol. 30(11)
The University of Sydney (AU), Nanjing University of Information Science and Technology (CN), Munich Center for Machine Learning, Monash University (AU), Ludwig-Maximilians-Universität München (DE)
National Natural Science Foundation of China
Openalex Percentile: Top 10%
Emotion and Mood Recognition
2.54
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An Immersive and Interactive VR Dataset to Elicit Emotions — Benjamin Tag, Maximiliane Windl, et al. · IEEE Transactions on Visualization and Computer Graphics (2024) | TGRS Research Map | TGRS