Emotion recognition is an important research topic. Physiological signals seem to be an appropriate way for emotion recognition and specific sensors are required to collect these data. Therefore, laboratory sensors are commonly used while the number of wearable devices including similar physiological sensors is growing up. Many studies have been completed to evaluate the signal quality obtained by these sensors but without focusing on their emotion recognition capabilities. In the current study, Machine Learning models were trained to compare the Biopac MP150 (laboratory sensor) and Empatica E4 (wearable sensor) in terms of emotion recognition accuracy. Results show similar accuracy between data collected using laboratory and wearable sensors. These results support the reliability of emotion recognition outside laboratory.
In a co-located collaborative virtual environment, multiple users share the same physical tracked space and the same virtual workspace. When the virtual workspace is larger than the real workspace, navigation interaction techniques must be deployed to let the users explore the entire virtual environment. When a user navigates in the virtual space while remaining static in the real space, his/her position in the physical workspace and in the virtual workspace are no longer the same. Thus, in the context where each user is immersed in the virtual environment with a Head-Mounted-Display, a user can still perceive where his/her collaborators are in the virtual environment but not where they are in real world. In this paper, we propose and compare three methods to warn users about the position of collaborators in the shared physical workspace to ensure a proper cohabitation and safety of the collaborators. The first one is based on a virtual grid shaped as a cylinder, the second one is based on a ghost representation of the user and the last one displays the physical safe-navigation space on the floor of the virtual environment. We conducted a user-study with two users wearing a Head-Mounted-Display in the context of a collaborative FirstPerson-Shooter game. Our three methods were compared with a condition where the physical tracked space was separated into two zones, one per user, to evaluate the impact of each condition on safety, displacement freedom and global satisfaction of users. Results suggest that the ghost avatar and the cylinder grid can be good alternatives to the separation of the tracked space.
CCS CONCEPTS• Human-centered computing → Virtual reality; Collaborative interaction; User studies;
KEYWORDSVirtual Reality, Collaborative Virtual Environment Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). VRST '17, November 8-10, 2017, Gothenburg, Sweden [Fleury et al. 2010] that results from the virtual navigation of both users in the VE. When these two users wear a HMD, they can still perceive each other in the VE but no longer in the real workspace. In that case, we must avoid any possible physical collision between the two users.
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