An Immersive and Interactive VR Dataset to Elicit Emotions

Images and videos are widely used to elicit emotions; however, their visual appeal differs from real-world experiences. With virtual reality becoming more realistic, immersive, and interactive, we envision virtual environments to elicit emotions effectively, rapidly, and with high ecological validit...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 30(2024), 11 vom: 10. Nov., Seite 7343-7353
1. Verfasser: Jiang, Weiwei (VerfasserIn)
Weitere Verfasser: Windl, Maximiliane, Tag, Benjamin, Sarsenbayeva, Zhanna, Mayer, Sven
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2024
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article Research Support, Non-U.S. Gov't
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520 |a Images and videos are widely used to elicit emotions; however, their visual appeal differs from real-world experiences. With virtual reality becoming more realistic, immersive, and interactive, we envision virtual environments to elicit emotions effectively, rapidly, and with high ecological validity. This work presents the first interactive virtual reality dataset to elicit emotions. We created five interactive virtual environments based on corresponding validated 360° videos and validated their effectiveness with 160 participants. Our results show that our virtual environments successfully elicit targeted emotions. Compared with the existing methods using images or videos, our dataset allows virtual reality researchers and practitioners to integrate their designs effectively with emotion elicitation settings in an immersive and interactive way 
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700 1 |a Sarsenbayeva, Zhanna  |e verfasserin  |4 aut 
700 1 |a Mayer, Sven  |e verfasserin  |4 aut 
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