Miguel A Vicente-Querol, Antonio Fernández-Caballero, Pascual González, Luz M González-Gualda, Patricia Fernández-Sotos, José P Molina, Arturo S García
{"title":"Effect of Action Units, Viewpoint and Immersion on Emotion Recognition Using Dynamic Virtual Faces.","authors":"Miguel A Vicente-Querol, Antonio Fernández-Caballero, Pascual González, Luz M González-Gualda, Patricia Fernández-Sotos, José P Molina, Arturo S García","doi":"10.1142/S0129065723500533","DOIUrl":null,"url":null,"abstract":"<p><p>Facial affect recognition is a critical skill in human interactions that is often impaired in psychiatric disorders. To address this challenge, tests have been developed to measure and train this skill. Recently, virtual human (VH) and virtual reality (VR) technologies have emerged as novel tools for this purpose. This study investigates the unique contributions of different factors in the communication and perception of emotions conveyed by VHs. Specifically, it examines the effects of the use of action units (AUs) in virtual faces, the positioning of the VH (frontal or mid-profile), and the level of immersion in the VR environment (desktop screen versus immersive VR). Thirty-six healthy subjects participated in each condition. Dynamic virtual faces (DVFs), VHs with facial animations, were used to represent the six basic emotions and the neutral expression. The results highlight the important role of the accurate implementation of AUs in virtual faces for emotion recognition. Furthermore, it is observed that frontal views outperform mid-profile views in both test conditions, while immersive VR shows a slight improvement in emotion recognition. This study provides novel insights into the influence of these factors on emotion perception and advances the understanding and application of these technologies for effective facial emotion recognition training.</p>","PeriodicalId":94052,"journal":{"name":"International journal of neural systems","volume":"33 10","pages":"2350053"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International journal of neural systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1142/S0129065723500533","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Facial affect recognition is a critical skill in human interactions that is often impaired in psychiatric disorders. To address this challenge, tests have been developed to measure and train this skill. Recently, virtual human (VH) and virtual reality (VR) technologies have emerged as novel tools for this purpose. This study investigates the unique contributions of different factors in the communication and perception of emotions conveyed by VHs. Specifically, it examines the effects of the use of action units (AUs) in virtual faces, the positioning of the VH (frontal or mid-profile), and the level of immersion in the VR environment (desktop screen versus immersive VR). Thirty-six healthy subjects participated in each condition. Dynamic virtual faces (DVFs), VHs with facial animations, were used to represent the six basic emotions and the neutral expression. The results highlight the important role of the accurate implementation of AUs in virtual faces for emotion recognition. Furthermore, it is observed that frontal views outperform mid-profile views in both test conditions, while immersive VR shows a slight improvement in emotion recognition. This study provides novel insights into the influence of these factors on emotion perception and advances the understanding and application of these technologies for effective facial emotion recognition training.