基于心率(HR)和心跳间隔(IBI)的虚拟现实情绪分类新方法

A. F. Bulagang, J. Mountstephens, J. Teo
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引用次数: 1

摘要

背景:情感计算在情感研究领域发展迅速,近年来受到了机器学习界的广泛关注。一个越来越受关注的领域是利用生理数据来预测人类情绪。在这项研究中,提出了一种混合心率(HR)和心跳间隔(IBI)信号作为分类特征的新方法,用于将虚拟现实环境中的情绪分为四个不同的象限。方法:采用支持向量机(SVM)的机器学习方法,利用可穿戴设备采集的HR和IBI数据组合对传感器数据进行分类,其中HR和IBI数据以一种新颖的方式组合,实现了四个不同象限的情绪分类。在这项实验中,24名参与者参加了测试,他们的HR和IBI数据被收集,同时使用虚拟现实(VR)耳机观看360°情绪刺激视频。结果:本实验中最优秀的参与者在受试者内部四象限分类中获得了100%的准确率,而在整个队列中使用这种新颖的HR和IBI信号组合获得了67.4%的总体平均准确率。结论:通过使用这种将HR和IBI信号混合作为分类特征的新方法,以VR作为刺激来预测四个不同象限的情绪,研究结果显示了有希望的结果。这项研究的潜力可以应用于但不限于使用VR的游戏,娱乐和康复。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Novel Approach for Emotion Classification in Virtual Reality using Heart Rate (HR) and Inter-beat Interval (IBI)
Background: The field of emotion research has been progressing rapidly in affective computing and has received much attention from the machine learning community of late. One area that has seen increasing interest relates to the use of physiological data for the prediction of human emotions. In this study, a novel method of hybridizing heart rate (HR) and inter-beat interval (IBI) signals as classification features is presented for classifying emotions into four distinct quadrants in a virtual reality environment. Method: A machine learning approach using a support vector machine (SVM) classifies the sensor data using a combination of HR and IBI data acquired via a wearable device, where the HR and IBI data were combined in a novel manner to realize the classification of emotions in four distinct quadrants. For this experiment, 24 participants participated in the testing where their HR and IBI data were collected while viewing 360° emotional stimuli videos using a Virtual Reality (VR) headset. Findings: The best participant in this experiment achieved an accuracy result of 100% for intra-subject four-quadrant classification while an overall average accuracy of 67.4% was obtained over the entire cohort using this novel HR and IBI signal combination. Conclusion: The findings demonstrate promising results through the use of this novel approach of hybridizing the HR and IBI signals as classification features for predicting emotions in four distinct quadrants with VR as the stimuli. The potential of this research can be applied but not limited to gaming, entertainment, and rehabilitation using VR.
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