Eye Tracking Emotion Evoking Interaction Based on Go/No-Go Paradigm VR Demonstration

Feng Liu, Junhao Qin, Zhenying Zhang, Kecheng Tang, Jing Hu, Yihao Zhou
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Abstract

This demo proposes to evoke subjects’ emotions in a VR scene versus a computer screen scene and to test subjects’ attentional bias to emotional face stimuli after receiving emotion evoking of different potencies. The study will also collect data on the time from the appearance of the target stimulus in the eye-movement task to the time when subjects take their gaze away from the distracting stimulus (emotional face) and look at the target stimulus as an indicator of emotional intensity, and compare the difference in the intensity of emotion evoking at high and low immersion levels to investigate the effect of VR immersion experiences on emotion evoking at different levels of pleasure and different levels of arousal. The results of this study can be further applied to robot-assisted instructional design to help students obtain appropriate emotional states for maximum efficiency in learning.
基于Go/No-Go范式VR演示的眼动追踪情感激发交互
本演示提出在虚拟现实场景和电脑屏幕场景中唤起受试者的情绪,并测试受试者在接受不同强度的情绪唤起后对情绪面部刺激的注意偏差。该研究还将收集从眼球运动任务中目标刺激出现到受试者将目光从分散注意力的刺激(情绪脸)移开并将目标刺激视为情绪强度指标的时间数据。并比较高、低沉浸水平下情绪唤起强度的差异,探讨VR沉浸体验对不同愉悦水平和不同唤醒水平情绪唤起的影响。本研究结果可进一步应用于机器人辅助教学设计,以帮助学生获得适当的情绪状态,以达到最大的学习效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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