Virtual Reality for Emotion Elicitation -- A Review
arXiv:2111.04461 · doi:10.1109/TAFFC.2022.3181053
Abstract
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an experimental design. Over the years, many reviews have evaluated a passive elicitation mechanism where the user is an observer, ignoring the importance of self-relevance in emotional experience. So, in response to the gap in the literature, this study intends to explore the possibility of using Virtual Reality (VR) as an active mechanism for emotion induction. Furthermore, for the success and quality of research settings, VR must select the appropriate material to effectively evoke emotions. Therefore, in the present review, we evaluated to what extent VR visual and audio-visual stimuli, games, and tasks, and 360-degree panoramas and videos can elicit emotions based on the current literature. Further, we present public datasets generated by VR and emotion-sensing interfaces that can be used in VR based research. The conclusions of this survey reveal that VR has a great potential to evoke emotions effectively and naturally by generating motivational and empathy mechanisms which makes it an ecologically valid paradigm to study emotions.
This work is submitted to IEEE for possible publication
References in corpus (3)
Cited by in corpus (5)
- VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games
- EmoStim: A Database of Emotional Film Clips with Discrete and Componential Assessment
- The Magic XRoom: A Flexible VR Platform for Controlled Emotion Elicitation and Recognition
- Translating Emotions to Annotations -- A Participant Perspective of Physiological Emotion Data Collection
- Comparing Continuous and Retrospective Emotion Ratings in Remote VR Study