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二维屏幕与虚拟现实模式下六种基本情绪的脑激活差异

Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities.

作者信息

Xie Jialan, Lan Ping, Wang Shiyuan, Luo Yutong, Liu Guangyuan

出版信息

IEEE Trans Neural Syst Rehabil Eng. 2023;31:700-709. doi: 10.1109/TNSRE.2022.3229389. Epub 2023 Feb 2.

DOI:10.1109/TNSRE.2022.3229389
PMID:37015689
Abstract

To our knowledge, it has been widely studied in Screen-2D modality for the six basic emotions proposed by Professor Paul Ekman, but there are only studies on their positive and negative valence in VR-3D modality. In this study, we will investigate whether the six basic emotions have stronger brain activation states in VR-3D modality than in Screen-2D modality. We designed an emotion-inducing experiment with six basic emotions (happiness, surprise, sadness, fear, anger, and disgust) to record the electroencephalogram (EEG) signals during watching VR-3D and Screen-2D videos. The power spectral density (PSD) was calculated to compare the brain activation differences between VR-3D and Screen-2D modalities during the induction of the six basic emotions. The results of statistical analysis of the relative power differences between VR-3D and Screen-2D modalities for each emotion revealed that both happiness and surprise presented greater differences in the $\alpha $ and $\gamma $ frequency bands, while sad, fear, disgust and anger all presented greater differences in the $\alpha $ and $\theta $ frequency bands, which are mainly observed in the frontal and occipital regions. On the other hand, the six emotions all yielded satisfactory classification accuracy (above 85%) by classification from a subset of power feature of the brain activation states in the same emotion between the two modalities. Overall, there are significant differences in the induction of same discrete emotions in VR-3D and Screen-2D modalities, with greater brain activation in VR-3D modalities. These findings provide a better understanding about the neural activity of discrete emotional tasks assessed in VR environments.

摘要

据我们所知,对于保罗·埃克曼教授提出的六种基本情绪,在二维屏幕模式下已有广泛研究,但在三维虚拟现实模式下仅有关于其正负效价的研究。在本研究中,我们将探究这六种基本情绪在三维虚拟现实模式下是否比在二维屏幕模式下具有更强的大脑激活状态。我们设计了一个包含六种基本情绪(快乐、惊讶、悲伤、恐惧、愤怒和厌恶)的情绪诱发实验,以记录观看三维虚拟现实和二维屏幕视频期间的脑电图(EEG)信号。计算功率谱密度(PSD)以比较在诱发六种基本情绪期间三维虚拟现实和二维屏幕模式之间的大脑激活差异。对每种情绪的三维虚拟现实和二维屏幕模式之间的相对功率差异进行统计分析的结果表明,快乐和惊讶在α和γ频段均呈现出更大差异,而悲伤、恐惧、厌恶和愤怒在α和θ频段均呈现出更大差异,主要在额叶和枕叶区域观察到。另一方面,通过对两种模式下相同情绪的大脑激活状态的功率特征子集进行分类,这六种情绪均产生了令人满意的分类准确率(高于85%)。总体而言,在三维虚拟现实和二维屏幕模式下诱发相同离散情绪存在显著差异,三维虚拟现实模式下大脑激活更强。这些发现为理解在虚拟现实环境中评估的离散情感任务的神经活动提供了更好的依据。

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