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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CITATION STYLE
Somarathna, R., Bednarz, T., & Mohammadi, G. (2021). Multi-componential analysis of emotions using virtual reality. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. Association for Computing Machinery. https://doi.org/10.1145/3489849.3489958
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