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Multi-Componential Analysis of Emotions Using Virtual Reality

Published:08 December 2021Publication History

ABSTRACT

In this study, we propose our data-driven approach to investigate the emotional experience triggered using Virtual Reality (VR) games. We considered a full Component Process Model (CPM) which theorise emotional experience as a multi-process phenomenon. We validated the possibility of the proposed approach through a pilot experiment and confirmed that VR games can be used to trigger a diverse range of emotions. Using hierarchical clustering, we showed a clear distinction between positive and negative emotion in the CPM space.

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References

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  • Published in

    cover image ACM Conferences
    VRST '21: Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
    December 2021
    563 pages
    ISBN:9781450390927
    DOI:10.1145/3489849

    Copyright © 2021 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 8 December 2021

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    Overall Acceptance Rate66of254submissions,26%

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    VRST '24

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