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Autori principali: Asif, Syed Ali, Gable, Philip, Shen, Chien-Chung, Chiou, Yan-Ming
Natura: Preprint
Pubblicazione: 2024
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Accesso online:https://arxiv.org/abs/2405.05929
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author Asif, Syed Ali
Gable, Philip
Shen, Chien-Chung
Chiou, Yan-Ming
author_facet Asif, Syed Ali
Gable, Philip
Shen, Chien-Chung
Chiou, Yan-Ming
contents Emotions are an integral part of being human, and experiencing a range of emotions is what makes life rich and vibrant. From basic emotions like anger, fear, happiness, and sadness to more complex ones like excitement and grief, emotions help us express ourselves and connect with the world around us. In recent years, researchers have begun adopting virtual reality (VR) technology to evoke emotions as realistically as possible and quantify the strength of emotions from the electroencephalogram (EEG) signals measured from the brain to understand human emotions in realistic situations better. This is achieved by creating a sense of presence in the virtual environment, the feeling that the user is there. For instance, [6] studied the excitement of a rollercoaster ride in VR, and [5] studied the fear of navigating in a VR cave.
format Preprint
id arxiv_https___arxiv_org_abs_2405_05929
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Understanding Emotional Hijacking in Metaverse
Asif, Syed Ali
Gable, Philip
Shen, Chien-Chung
Chiou, Yan-Ming
Human-Computer Interaction
Emotions are an integral part of being human, and experiencing a range of emotions is what makes life rich and vibrant. From basic emotions like anger, fear, happiness, and sadness to more complex ones like excitement and grief, emotions help us express ourselves and connect with the world around us. In recent years, researchers have begun adopting virtual reality (VR) technology to evoke emotions as realistically as possible and quantify the strength of emotions from the electroencephalogram (EEG) signals measured from the brain to understand human emotions in realistic situations better. This is achieved by creating a sense of presence in the virtual environment, the feeling that the user is there. For instance, [6] studied the excitement of a rollercoaster ride in VR, and [5] studied the fear of navigating in a VR cave.
title Understanding Emotional Hijacking in Metaverse
topic Human-Computer Interaction
url https://arxiv.org/abs/2405.05929