Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing Technologies
Abstract
:1. Introduction
2. The Relevance of the Sense of Agency in Virtual Reality
2.1. Sense of Agency in Health
2.2. Sense of Agency in the Learning Process
2.3. Sense of Agency in Human–Computer Interaction
2.4. Sense of Agency: Theoretical Models
3. State-of-the-Art Technologies for Emotional Management
3.1. Affective Computing
- Emotion classification: models that allow defining a set of emotions that the system is able to recognise and express.
- Emotion recognition: research of the techniques to be used for the recognition of emotions felt by the users during the interaction with the system.
- Generation of emotional responses: emotional models and technologies that allow for the system to make decisions in terms of selecting emotions to answer the users and of choosing the best way to show this emotional response.
- Emotional expression: definition of the audiovisual techniques to be used by the system to show emotional responses.
3.2. Classification of Emotions
3.3. Emotion Recognition
- Analysis of electrodermal activity (EDA): it is related to the sympathetic nervous system. The human being reacts to behavioural, cognitive and affective phenomena activating sweat glands to prepare the body for action. The sensors measure this secretion of sweat [38].
- Analysis of the electrocardiogram (ECG): ECG is a reliable source of information and it has considerable potential to recognise and predict human emotions such as anger, joy, trust, sadness, anticipation and surprise. More specifically, to detect these emotions, it is required to extract the Heart Rate Variability (HRV) from ECG measures [39].
- Analysis of the electroencephalogram (EEG): EEG is an electrophysiological monitoring method used to register the electrical activity of the brain by the use of electrodes. EEG signals can reveal relevant characteristics of emotional states. Recently, several BCI emotion recognition techniques have been developed based on EEG [40]. Knowing that ECG, EDA and EEG are the main methods to detect emotions without users’ voluntary control over them, some authors prefer EEG-based systems for emotion recognition [41]. This is because ECG measurements experience a large delay between stimuli and emotional response, and EDA-based systems cannot report the valence dimension when used on their own.
- Analysis of the respiratory rate (RR): emotional states can be identified by means of their respiratory pattern. For instance, happiness and other related positive emotions produce significant respiratory variations, which include an increase in the pattern variability and a decrease in the volume of inspiration and breathing time. Positive emotions vary their effects in the respiratory flow depending on how exciting they are; i.e., the more exciting ones increase the respiratory rate. On the other hand, feeling disgust suppress or cease respiration, probably as a natural reaction to avoid inhaling noxious elements [42].
3.4. Generating Emotional Responses
3.5. Expressing Emotions
- Non-verbal language: Mehrabian [64] concluded that, in the case of face-to-face communication, the three parts of a message (words, tone of voice and body language) should be coherently supportive of one another. In fact, 7% of our acceptance and empathy for a message emitted face to face depends on our acceptance of the choice of words, 38% depends on the use of voice (tone, volume) and 55% depends on over-gesticulation or facial structure. Because of this, when expressing emotions, non-verbal language has an important impact. Virtual Reality environments allow both non-verbal communication, due to the use of avatars with full-body movements, and verbal communication in real time, although they usually lack a complete system for non-verbal signals [65]. In [66], the authors highlight the lack of interaction paradigms with facial expression and the almost nonexistence of significant control over environmental aspects of non-verbal communication, such as posture, pose and social status.Several research works have focused on defining how human beings express emotions with their body and face. Although studies similar to Giddenss’ [67] state that one of the main aspects of non-verbal communication when communicating emotions is facial emotional expressions, body movements are also considered essential to accompany words [68]. To generate believable avatars, it is imperative that an animation motor is developed based on these studies.On the one hand, in the area of facial animation, there is diverse research. A lot of these studies are based on [43]. Ekman and Friesen developed FACS which stands for Facial Action Coding System. It is an exhaustive system based on human anatomy that captures all visually differentiable facial movements. FACS describes this facial activity by means of 44 unique actions called Action Units (AUs), which categorise all possible head movements and eye positions.On the other hand, the body animation in the field of Affective Computing has been less researched than that of facial expression [69], although some studies were found focused on body positions and the movement of the hands in non-verbal expressiveness [70,71]. Nowadays, most of the work related to body animation is based on data collected by systems of motion capture (mocap). Mocap is a popular technique for representing human motion based on tracking markers corresponding to different regions or joints of the human body [72].Nevertheless, this kind of studies can exclusively be used when an avatar has anthropomorphous appearance. In the case of other types of emotional agents with no human shape, the way to provide them with some tools for non-verbal communication could be to modify their shape [73], colour [74], or to apply some changes to the way they move. Following this last approach, there is research that analyses the effect that amplitude, acceleration and duration of movements have on different emotions [75]. Other studies analyse the variation of heart rate [76] and respiratory rate [42] to link each rhythm variation to its corresponding emotion.
- Verbal Language: Dialog Systems and Digital Storytelling: Bickmore and Cassell [77] confirmed that non-verbal channels are important not only for tansmiting more information and complementing the voice channel but also for regulating the conversational flow. Because of this, when the IVE is expressing emotional response, it is important to provide it with mechanisms that can adapt the conversational flow to the emotional states of the interlocutors. Several authors work with Digital Storytelling techniques to adapt the IVE’s narrative flow to the emotions of participants and offer a more natural and adaptive verbal response. For instance, in [78], players’ physiological signals were mapped into valence and arousal, and they were used as interactive input to adapt a video game narrative.
- Audiovisual Mechanisms: Beyond expressing an emotional response through an avatar’s verbal or non-verbal language, the way in which content is shown inside the IVE is also an option to emotionally respond to the user. For instance, augmenting verbal communication by means of adding sounds that are not related to talking, such as special effects and narrative music, can not only offer more information about the content, but also affect the atmosphere and the mood. This happens because sound is capable of achieving emotional engagement, of improving the learning process and of augmenting the overall immersion [79]. In studies such as [78], sounds such as music are not the only additions to the IVE. Instead, visual elements are also included to accompany the avatar, like a flying ball that changes its colour depending on the users’ emotions detected by physiological measures. Results show that participants are in favour of narrative, musical and visual adaptations of video games based on real-time analysis of their emotions.In the literature, several emotion-based multimedia databases can be found to elicit emotions. The content to be shown can range from a static image (such as the IAPS database [80], which is labelled according to the affective dimensions of valence, arousal and dominance/control) to a single sound (such as the IADS database [81], which is labelled according to the affective dimensions of valence, arousal and dominance/control) or a video sequence (such as the CAAV database [82], which provides a wide range of standardised stimuli based on two emotional dimensions: valence and arousal). Virtual Reality can be an interesting medium due to its complexity and flexibility, as it offers numerous possibilities to transmit and elicit human emotions. An example of this are the ten scenarios developed in [83], two for each of the five basic emotions (rage, fear, disgust, sadness and joy) that contain design elements mapped in valence and arousal dimensions.
3.6. Methods for User Evaluation
3.6.1. Subjective Measures
3.6.2. Objective Measures
3.7. Frameworks Related to Immersion and Sense of Agency in Immersive Virtual Environments
4. Proposed Framework to Improve the Sense of Agency in Immersive Virtual Environments
5. Discussion and Future Work
- Develop new techniques for adjusting emotion recognition. In the literature, recognition can be achieved by analysing expressive behaviour and measuring physiological changes. The first one has significantly improved in recent years with the advancement of Artificial Intelligence; however, recognizing emotions by analyzing expressive behavior from the data sources required by AI may involve gender and cultural biases. When recognising emotions by means of physiological signals, the preferred models are the dimensional ones. In the literature, we found that most researchers use the two-dimensional model, since there are sensors that can help to predict the level of valence and arousal reached by the user. However, in order to work with agency and the sense of agency, it is important to acknowledge the third dimension, the dominance, although objective measurement of dominance has not been achieved yet. Schachter and Singer [56] established that the origin of emotions comes, on the one hand, from our interpretation of the peripheral physiological responses of the organism, and on the other hand from the cognitive evaluation of the situation that originates those physiological responses. Following this theory, in this work, we propose as a future challenge to develop a system capable of recognising emotions in real time through the combination of physiological metrics and emotional cognitive models. These cognitive models allow modelling users’ objectives, standards and attitudes, as well as launching one emotion or another based on the agency of an event. We believe that the system could use, on the one hand, physiological measurements for situating a user’s emotional state in the correct global space of dimensional models. Then, with cognitive models such as Roseman [53] or OCC [28] which allow us prediction of the emotion in context (influenced by objectives, norms and attitudes), the system could refine emotional recognition. Using those techniques, the system will simulate the Schachter and Singer [56] process which established that the origin of emotions comes, primarily, from physiological responses of the organism, and then from the cognitive evaluation of the situation.
- Improve the external agency of the two-layer model [14] by adapting audio, visual and tactile content to users’ emotions recognised through the combination of physiological metrics and cognitive theories. Adaptation of IVE content has been implemented at the visual level by means of interactive storytelling techniques that employ user events as inputs. However, they rarely introduce physiological metrics as input to the system or use touch as part of system response, which is essential when working with the SoA.
- Improve the body agency of the two-layer model [14] by integrating the physiological metrics on the avatar body animation. The development of techniques that allow adapting the avatar animation based on the user’s physiological metrics is less widespread than the expression of emotions through facial and body animation techniques. As physiological signals may involve external body changes, such as chest movement (from respiratory rate) or skin colour (from temperature), in this work, achieving a high body agency is considered essential.
- Establish objective metrics for the assessment of the SoA in IVEs. In the literature review, several subjective questionnaires have been found for the assessment of the SoA. However, these subjective questionnaires should be accompanied by the analysis of objective metrics for a more unbiased assessment. Techniques based on Libet’s clock [108] measure Intentional binding, but they are not applicable to IVEs, as they are constrained by requiring high visual attention and they do not allow natural interaction with the immersive environment. Therefore, it is necessary to investigate the creation of tools that allow objective measurement of agency.
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
SoA | Sense of Agency |
AC | Affective Computing |
IVE | Immersive Virtual Environments |
HCI | Human–Computer Interaction |
VR | Virtual Reality |
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Ortiz, A.; Elizondo, S. Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing Technologies. Appl. Sci. 2023, 13, 13322. https://doi.org/10.3390/app132413322
Ortiz A, Elizondo S. Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing Technologies. Applied Sciences. 2023; 13(24):13322. https://doi.org/10.3390/app132413322
Chicago/Turabian StyleOrtiz, Amalia, and Sonia Elizondo. 2023. "Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing Technologies" Applied Sciences 13, no. 24: 13322. https://doi.org/10.3390/app132413322
APA StyleOrtiz, A., & Elizondo, S. (2023). Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing Technologies. Applied Sciences, 13(24), 13322. https://doi.org/10.3390/app132413322