VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games
He Zhang, Xinyang Li, Yuanxi Sun, Xinyi Fu, Christine Qiu, John M. Carroll
摘要
Understanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an essential role in immersive game development, scene development, and next-generation virtual human-computer interaction applications. In this article, we used VR horror games as a medium to analyze fear emotions by collecting multi-modal data (posture, audio, and physiological signals) from 23 players. We used an LSTM-based model to predict fear with accuracies of 65.31% and 90.47% under 6-level classification (no fear and five different levels of fear) and 2-level classification (no fear and fear), respectively. We constructed a multi-modal natural behavior dataset of immersive human fear responses (VRMN-bD) and compared it with existing relevant advanced datasets. The results show that our dataset has fewer limitations in terms of collection method, data scale and audience scope. We are unique and advanced in targeting multi-modal datasets of fear and behavior in VR stand-up interactive environments. Moreover, we discussed the implications of this work for communities and applications. The dataset and pre-trained model are available at https://github.com/KindOPSTAR/VRMN-bD.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper2
- VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress RegulationHe Zhang, Xinyang Li, Xingyu Zhou, Xinyi FuCHI 2026 · 被引用 2 次
- Mapping the Landscape of Affective Extended Reality: A Scoping Review of Biodata-Driven Systems for Understanding and Sharing EmotionsZhidian Lin, Allison Jing, Ziyuan Qu, Fabio Zambetta 等CHI 2026 · 被引用 2 次
它引用的顶会 Paper10
- Objects365: A Large-Scale, High-Quality Dataset for Object DetectionShuai Shao, Zeming Li, Tianyuan Zhang, Chao Peng 等ICCV 2019 · 被引用 1,018 次
- VREED: Virtual Reality Emotion Recognition Dataset Using Eye Tracking & Physiological MeasuresLuma Tabbaa, Ryan Searle, Saber Mirzaee Bafti, Md. Moinul Hossain 等UbiComp 2022 · 被引用 114 次
- RadarNet: Efficient Gesture Recognition Technique Utilizing a Miniature Radar SensorEiji Hayashi, Jaime Lien, Nicholas Gillian, Leonardo Giusti 等CHI 2021 · 被引用 109 次
- Effects of Emotion and Agency on Presence in Virtual RealityCrescent Jicol, Chun Hin Wan, Benjamin Doling, Caitlin H. Illingworth 等CHI 2021 · 被引用 91 次
- On the Importance of Building High-quality Training Datasets for Neural Code SearchZhensu Sun, Li Li, Yan Liu, Xiaoning Du 等ICSE 2022 · 被引用 67 次
相关 Paper
- Multimodal Adaptive Emotion Transformer with Flexible Modality Inputs on A Novel Dataset with Continuous LabelsWei-Bang Jiang, Xuan-Hao Liu, Wei-Long Zheng, Bao-Liang LuACM MM 2023 · 被引用 44 次
- Understanding the Effects of Interaction on Emotional Experiences in VRZheyuan Kuang, Tinghui Li, Weiwei Jiang, Sven Mayer 等CHI 2026 · 被引用 2 次
- PRECYSE: Predicting Cybersickness using Transformer for Multimodal Time-Series Sensor DataDayoung Jeong, Kyungsik HanUbiComp 2024 · 被引用 35 次
- Sweating the Details: Emotion Recognition and the Influence of Physical Exertion in Virtual Reality ExergamingDominic Potts, Zoe Broad, Tarini Sehgal, Joseph Hartley 等CHI 2024 · 被引用 14 次
- Through the Eyes of Emotion: A Multi-faceted Eye Tracking Dataset for Emotion Recognition in Virtual RealityTongyun Yang, Bishwas Regmi, Lingyu Du, Andreas Bulling 等UbiComp 2025 · 被引用 3 次
