2020
DOI: 10.1109/taffc.2017.2764896
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Affective Recognition in Dynamic and Interactive Virtual Environments

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Cited by 42 publications
(18 citation statements)
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“…The objective was to recognize frustration through speech and facial expression data. Researchers have also been using games to build extensive physiological datasets such as the work of Moghimi et al [44], where the authors used a speedboat racing game to collect EEG and SC (see Section 3.1) signals of 30 participants. By applying an unsupervised learning approach the authors attempt to cluster over 743 features extracted from the latter signals into four emotional categories derived from the Russel Model [52] and eight discrete labels defined by Ekman [16].…”
Section: Experimental Protocol Games To Evoke Human Behavioursmentioning
confidence: 99%
“…The objective was to recognize frustration through speech and facial expression data. Researchers have also been using games to build extensive physiological datasets such as the work of Moghimi et al [44], where the authors used a speedboat racing game to collect EEG and SC (see Section 3.1) signals of 30 participants. By applying an unsupervised learning approach the authors attempt to cluster over 743 features extracted from the latter signals into four emotional categories derived from the Russel Model [52] and eight discrete labels defined by Ekman [16].…”
Section: Experimental Protocol Games To Evoke Human Behavioursmentioning
confidence: 99%
“…Figure 3 shows an example of a psychology model with valence Moghim el at. [55,56] has done quality work in an on-going research project that is planned to implement a physiological feed HCI system, which is very related to our research. They first conducted VR exposure experiments [55] to test users' emotional reactions to various of VR contents, and analyzed the recorded physiological data with self-report questionnaires answered by users.…”
Section: Affective Computingmentioning
confidence: 99%
“…A database was constructed to store the stimuli VR events and corresponding physiological reactions, as well as self-reported scaled emotional states. To analyze features being extracted and selected from the data [56], they compared and evaluated four different machine learning algorithms that are applicable in emotion classification. We referred to their results in III.4 and built our model based on that.…”
Section: Affective Computingmentioning
confidence: 99%
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