{"title":"基于机器学习的虚拟现实中基于眼睛注视的四类情绪识别的比较研究","authors":"Jia Zheng Lim, J. Mountstephens, J. Teo","doi":"10.1109/ICCSCE52189.2021.9530980","DOIUrl":null,"url":null,"abstract":"Research on emotion recognition that relies purely on eye-tracking data is very limited although the usability of eye-tracking technology has great potential for emotional recognition. This paper proposes a novel approach for 4-class emotion classification using eye-tracking data solely in virtual reality (VR) with machine learning algorithms. We classify emotions into four specific classes using VR stimulus. Eye fixation data was used as the emotional-relevant feature in this investigation. A presentation of 3600 videos, which contains four different sessions, was played in VR to evoke the user’s emotions. The eye-tracking data was collected and recorded using an add-on eye-tracker in the VR headset. Three classifiers were used in the experiment, which are k-nearest neighbor (KNN), random forest (RF), and support vector machine (SVM). The findings showed that RF has the best performance among the classifiers, and achieved the highest accuracy of 80.55%.","PeriodicalId":285507,"journal":{"name":"2021 11th IEEE International Conference on Control System, Computing and Engineering (ICCSCE)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Comparative Investigation of Eye Fixation-based 4-Class Emotion Recognition in Virtual Reality Using Machine Learning\",\"authors\":\"Jia Zheng Lim, J. Mountstephens, J. Teo\",\"doi\":\"10.1109/ICCSCE52189.2021.9530980\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Research on emotion recognition that relies purely on eye-tracking data is very limited although the usability of eye-tracking technology has great potential for emotional recognition. This paper proposes a novel approach for 4-class emotion classification using eye-tracking data solely in virtual reality (VR) with machine learning algorithms. We classify emotions into four specific classes using VR stimulus. Eye fixation data was used as the emotional-relevant feature in this investigation. A presentation of 3600 videos, which contains four different sessions, was played in VR to evoke the user’s emotions. The eye-tracking data was collected and recorded using an add-on eye-tracker in the VR headset. Three classifiers were used in the experiment, which are k-nearest neighbor (KNN), random forest (RF), and support vector machine (SVM). The findings showed that RF has the best performance among the classifiers, and achieved the highest accuracy of 80.55%.\",\"PeriodicalId\":285507,\"journal\":{\"name\":\"2021 11th IEEE International Conference on Control System, Computing and Engineering (ICCSCE)\",\"volume\":\"18 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-08-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 11th IEEE International Conference on Control System, Computing and Engineering (ICCSCE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICCSCE52189.2021.9530980\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 11th IEEE International Conference on Control System, Computing and Engineering (ICCSCE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCSCE52189.2021.9530980","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Comparative Investigation of Eye Fixation-based 4-Class Emotion Recognition in Virtual Reality Using Machine Learning
Research on emotion recognition that relies purely on eye-tracking data is very limited although the usability of eye-tracking technology has great potential for emotional recognition. This paper proposes a novel approach for 4-class emotion classification using eye-tracking data solely in virtual reality (VR) with machine learning algorithms. We classify emotions into four specific classes using VR stimulus. Eye fixation data was used as the emotional-relevant feature in this investigation. A presentation of 3600 videos, which contains four different sessions, was played in VR to evoke the user’s emotions. The eye-tracking data was collected and recorded using an add-on eye-tracker in the VR headset. Three classifiers were used in the experiment, which are k-nearest neighbor (KNN), random forest (RF), and support vector machine (SVM). The findings showed that RF has the best performance among the classifiers, and achieved the highest accuracy of 80.55%.