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VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games

Zhang, He (author)
Tsinghua University, The Future Laboratory, Tsinghua University, The Future Laboratory; Penn State University, College of Information Sciences and Technology, Penn State University, College of Information Sciences and Technology
Li, Xinyang (author)
Tsinghua University, Academy of Arts & Design, Tsinghua University, Academy of Arts & Design
Sun, Yuanxi (author)
Communication University of China, School of Computer and Cyber Sciences, Communication University of China, School of Computer and Cyber Sciences
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Fu, Xinyi (author)
Tsinghua University, The Future Laboratory, Tsinghua University, The Future Laboratory
Qiu, Christine (author)
KTH,Medieteknik och interaktionsdesign, MID
Carroll, John M. (author)
Penn State University, College of Information Sciences and Technology, Penn State University, College of Information Sciences and Technology
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 (creator_code:org_t)
Institute of Electrical and Electronics Engineers (IEEE), 2024
2024
English.
In: Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024. - : Institute of Electrical and Electronics Engineers (IEEE). ; , s. 320-330
  • Conference paper (peer-reviewed)
Abstract Subject headings
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  • Understanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an essential role in immersive game development, scene development, and next-generation virtual human-computer interaction applications. In this article, we used VR horror games as a medium to analyze fear emotions by collecting multi-modal data (posture, audio, and physiological signals) from 23 players. We used an LSTM-based model to predict fear with accuracies of 65.31% and 90.47% under 6-level classification (no fear and five different levels of fear) and 2-level classification (no fear and fear), respectively. We constructed a multi-modal natural behavior dataset of immersive human fear responses (VRMN-bD) and compared it with existing relevant advanced datasets. The results show that our dataset has fewer limitations in terms of collection method, data scale and audience scope. We are unique and advanced in targeting multi-modal datasets of fear and behavior in VR stand-up interactive environments. Moreover, we discussed the implications of this work for communities and applications. The dataset and pre-trained model are available at https://github.com/KindOPSTAR/VRMN-bD.

Subject headings

NATURVETENSKAP  -- Data- och informationsvetenskap (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences (hsv//eng)

Keyword

Activity recognition and understanding
Artificial intelligence
Computing methodologies
Database
HCI design and evaluation methods
Human computer interaction (HCI)
Human-centered computing
Virtual reality

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By the author/editor
Zhang, He
Li, Xinyang
Sun, Yuanxi
Fu, Xinyi
Qiu, Christine
Carroll, John M.
About the subject
NATURAL SCIENCES
NATURAL SCIENCES
and Computer and Inf ...
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By the university
Royal Institute of Technology

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