2017
DOI: 10.3389/fpsyg.2017.02116
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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

Abstract: 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 inductio… Show more

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Cited by 150 publications
(121 citation statements)
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“…360-Degree videos have the power to virtually transport users, immersing them in the video recording, allowing them to actively explore its content and experience the video from any angle. As recently demonstrated by Li et al, 7 these videos have the ability to induce specific emotions characterized by different levels of valence and arousal. More, as shown by Robertson and colleagues 8 the neural representations of the part of the 360-degree video presented in VR (the scene within the current field of view) prime the associated representations of the full panoramic environment, facilitating subsequent perceptual judgments.…”
mentioning
confidence: 84%
See 1 more Smart Citation
“…360-Degree videos have the power to virtually transport users, immersing them in the video recording, allowing them to actively explore its content and experience the video from any angle. As recently demonstrated by Li et al, 7 these videos have the ability to induce specific emotions characterized by different levels of valence and arousal. More, as shown by Robertson and colleagues 8 the neural representations of the part of the 360-degree video presented in VR (the scene within the current field of view) prime the associated representations of the full panoramic environment, facilitating subsequent perceptual judgments.…”
mentioning
confidence: 84%
“…Mobile-based VR is particularly suited to a specific VR content that can be very useful to address the coronavirus stress: 360-degree videos. 7 These videos, also known as immersive videos or spherical videos, are special video recordings created using a camera with multiple camera lenses or a rig of multiple cameras. The use of different lenses allows the recording of every direction at the same time, effectively giving a full view of what is around the camera.…”
mentioning
confidence: 99%
“…In sports applications, VR technology can offer a platform for people who may not be able to participate in various sport training courses [8]. One of VR's main advantages is that digital content sharing can result in further representative sampling and complete duplication [9]. Reference in [9] also pointed out that there are numerous opportunities for fans in the sports industry to discover VR technology material that enables fans to get closer than ever before in the field.…”
Section: Virtual Reality (Vr)mentioning
confidence: 99%
“…One of VR's main advantages is that digital content sharing can result in further representative sampling and complete duplication [9]. Reference in [9] also pointed out that there are numerous opportunities for fans in the sports industry to discover VR technology material that enables fans to get closer than ever before in the field. However, limited researches have been done to study how modern VR technologies could improve the practice of applied sport psychology [10].…”
Section: Virtual Reality (Vr)mentioning
confidence: 99%
“…Grand Challenge at ICME'17 promoting the research on models for saliency and scanpath prediction for 360 • images, and resulting in the publication of several valuable models [16]. In addition, other datasets have been published recently with 360 • videos and solely head movement data, such as the 360 • video head movement dataset from Corbillon et al [1] (five videos from Youtube, duration of 70 seconds, watched by 59 users), the 360 • video viewing dataset in head-mounted VR, by Lo et al [9] (ten videos from Youtube, duration of one minute, watched by 50 users), and the dataset for emotion induction research by Li et al [8] containing head movement data and corresponding ratings of arousal and valence (73 videos from Youtube, durations from 29 to 668 seconds, watched by 95 users).…”
Section: Introductionmentioning
confidence: 99%