scholarly journals Emotion Interaction with Virtual Reality Using Hybrid Emotion Classification Technique toward Brain Signals

Author(s):  
Faris A.Abuhashish ◽  
Jamal Zraqou ◽  
Wesam Alkhodour ◽  
Mohd S.Sunar ◽  
Hoshang Kolivand
2013 ◽  
Vol 4 (1) ◽  
pp. 1 ◽  
Author(s):  
Alessandro Luiz Stamatto Ferreira ◽  
Leonardo Cunha de Miranda ◽  
Erica Esteves Cunha de Miranda ◽  
Sarah Gomes Sakamoto

Brain-Computer Interface (BCI) enables users to interact with a computer only through their brain biological signals, without the need to use muscles. BCI is an emerging research area but it is still relatively immature. However, it is important to reflect on the different aspects of the Human-Computer Interaction (HCI) area related to BCIs, considering that BCIs will be part of interactive systems in the near future. BCIs most attend not only to handicapped users, but also healthy ones, improving interaction for end-users. Virtual Reality (VR) is also an important part of interactive systems, and combined with BCI could greatly enhance user interactions, improving the user experience by using brain signals as input with immersive environments as output. This paper addresses only noninvasive BCIs, since this kind of capture is the only one to not present risk to human health. As contributions of this work we highlight the survey of interactive systems based on BCIs focusing on HCI and VR applications, and a discussion on challenges and future of this subject matter.


Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 43
Author(s):  
Catarina Sá ◽  
Paulo Veloso Gomes ◽  
António Marques ◽  
António Correia

The application of electroencephalography electrodes in Virtual Reality (VR) glasses allows users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The development of non-invasive portable devices, coupled with VR, allows for the collection of electroencephalographic data. One of the devices that embraced this new trend is Looxid LinkTM, a system that adds electroencephalography to HTC VIVETM, VIVE ProTM, VIVE Pro EyeTM, or Oculus Rift STM glasses to create interactive environments using brain signals. This work analyzes the possibility of using the Looxid LinkTM device to perceive, evaluate and monitor the emotions of users exposed to VR.


2022 ◽  
Vol 2 ◽  
Author(s):  
Seyedeh Pegah Kiaei Ziabari ◽  
Zahra Ofoghi ◽  
Emma A. Rodrigues ◽  
Diane Gromala ◽  
Sylvain Moreno

Chronic Pain (CP) is prevalent in industrialized countries and stands among the top 10 causes of disability. Given the widespread problems of pharmacological treatments such as opioids, a need to find alternative therapeutic approaches has emerged. Virtual Reality (VR) has shown potential as a non-pharmacological alternative for controlling pain over the past 20 years. The effectiveness of VR has been demonstrated in treating CP, and it has been suggested that VR’s analgesic effects may be associated with the Sense of Embodiment (SoE): the sensation of being inside, having and controlling a virtual body in VR. Studies have shown correlations among brain signals, reported pain and a SoE, and correlations have been observed between using an avatar in VR and pain alleviation among CP patients. However, little has been published about the changes in brain physiology associated with having an avatar in VR, and current published studies present methodological issues. Defining a proper methodology to investigate the underlying brain mechanisms of pain, a SoE associated with having an avatar in VR, and its effect on reducing pain in CP patients is key to the emerging field of VR-analgesia. Here, we propose an intervention trial design (test/intervention/test) to evaluate the effects of having a virtual avatar in VR on pain levels and SoE in CP patients using Electroencephalogram (EEG) recordings. Resting-state EEG recordings, perceived pain levels, and SoE scores will be collected before and after the VR intervention. Patients diagnosed with CP will be recruited from local pain clinics and pseudo-randomly assigned to one of two groups—with or without an avatar. Patients will experience a 10-min VR intervention built to treat CP while their EEG signals are recorded. In articulating the study procedure, we propose a framework for future studies that explores the mechanisms of VR-analgesia in patients with chronic pain.


2020 ◽  
Vol 7 (1) ◽  
Author(s):  
Lim Jia Zheng ◽  
James Mountstephens ◽  
Jason Teo

Sign in / Sign up

Export Citation Format

Share Document