Affective Image Sequence Viewing in Virtual Reality Theater Environment: Frontal Alpha Asymmetry Responses From Mobile EEG

Claudia Krogmeier, Brandon S. Coventry, Christos Mousas
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引用次数: 1

Abstract

Background: Numerous studies have investigated emotion in virtual reality (VR) experiences using self-reported data in order to understand valence and arousal dimensions of emotion. Objective physiological data concerning valence and arousal has been less explored. Electroencephalography (EEG) can be used to examine correlates of emotional responses such as valence and arousal in virtual reality environments. Used across varying fields of research, images are able to elicit a range of affective responses from viewers. In this study, we display image sequences with annotated valence and arousal values on a screen within a virtual reality theater environment. Understanding how brain activity responses are related to affective stimuli with known valence and arousal ratings may contribute to a better understanding of affective processing in virtual reality.Methods: We investigated frontal alpha asymmetry (FAA) responses to image sequences previously annotated with valence and arousal ratings. Twenty-four participants viewed image sequences in VR with known valence and arousal values while their brain activity was recorded. Participants wore the Oculus Quest VR headset and viewed image sequences while immersed in a virtual reality theater environment.Results: Image sequences with higher valence ratings elicited greater FAA scores than image sequences with lower valence ratings (F [1, 23] = 4.631, p = 0.042), while image sequences with higher arousal scores elicited lower FAA scores than image sequences with low arousal (F [1, 23] = 7.143, p = 0.014). The effect of valence on alpha power did not reach statistical significance (F [1, 23] = 4.170, p = 0.053). We determined that only the high valence, low arousal image sequence elicited FAA which was significantly higher than FAA recorded during baseline (t [23] = −3.166, p = 0.002), suggesting that this image sequence was the most salient for participants.Conclusion: Image sequences with higher valence, and lower arousal may lead to greater FAA responses in VR experiences. While findings suggest that FAA data may be useful in understanding associations between valence and arousal self-reported data and brain activity responses elicited from affective experiences in VR environments, additional research concerning individual differences in affective processing may be informative for the development of affective VR scenarios.
虚拟现实剧场环境下情感图像序列观看:来自移动脑电图的额叶α不对称响应
背景:为了了解情绪的效价和唤醒维度,许多研究利用自我报告的数据调查了虚拟现实(VR)体验中的情绪。关于价和觉醒的客观生理数据很少被探索。脑电图(EEG)可用于检查虚拟现实环境中情绪反应的相关性,如效价和觉醒。图像用于不同的研究领域,能够引起观众的一系列情感反应。在这项研究中,我们在虚拟现实剧院环境的屏幕上显示带有注释价和唤醒值的图像序列。了解大脑活动反应如何与已知效价和唤醒等级的情感刺激相关,可能有助于更好地理解虚拟现实中的情感处理。方法:我们研究了额叶α不对称(FAA)对先前带有效价和唤醒评级注释的图像序列的反应。24名参与者在VR中观看了已知效价和唤醒值的图像序列,同时记录了他们的大脑活动。参与者戴着Oculus Quest VR头显,沉浸在虚拟现实剧院环境中观看图像序列。结果:高效价图像序列的FAA评分高于低效价图像序列(F [1,23] = 4.631, p = 0.042),高唤醒图像序列的FAA评分低于低唤醒图像序列(F [1,23] = 7.143, p = 0.014)。效价对α功率的影响无统计学意义(F [1,23] = 4.170, p = 0.053)。我们发现,只有高效价、低唤醒的图像序列才会诱发FAA,显著高于基线时的FAA (t[23] =−3.166,p = 0.002),这表明该图像序列对参与者最显著。结论:高效价和低唤醒的图像序列可能导致VR体验中更大的FAA反应。虽然研究结果表明,FAA数据可能有助于理解价态和唤醒自我报告数据与VR环境中情感体验引发的大脑活动反应之间的关联,但关于情感处理的个体差异的额外研究可能为情感VR场景的发展提供信息。
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