Abstract
Immersive 360° VR systems are increasingly used in entertainment, marketing and design and development processes. Many of these applications involve emotional experiences. Since momentary emotions significantly determine a user’s response and decisions, it is essential to understand the influence of media content and technological factors on the user’s emotional response. To measure the emotional responses to immersive VR experiences, efficient and validated instruments are required. Most tools currently used to measure the emotional response of users compromise the immersive experience since they are cognitively demanding, time consuming, and their application requires the user to leave the VR. We investigated the validity of an immersive, efficient and intuitive EmojiGrid graphical self-report tool for the assessment of emotions evoked by 360º VR videos. Using the EmojiGrid, 40 participants rated 62 360º VR videos from a validated public database. The resulting mean valence and arousal values agree with the corresponding values provided with the database (obtained with an alternative validated rating tool). We conclude that the EmojiGrid is a valid self-report tool for the assessment of VR-evoked emotions.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Riva, G., Mantovani, F., Capideville, C.S., et al.: Affective interactions using virtual reality: the link between presence and emotions. CyberPsychol. Behav. 10(1), 45–56 (2007)
Oliveira, T., Noriega, P., Rebelo, F., Heidrich, R.: Evaluation of the relationship between virtual environments and emotions. In: Rebelo, F., Soares, M. (eds.) AHFE 2017. AISC, vol. 588, pp. 71–82. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-60582-1_8
Chirico, A., Gaggioli, A.: When virtual feels real: comparing emotional responses and presence in virtual and natural environments. Cyberpsychol. Behav. Soc. Netw. 22(3), 220–226 (2019)
Sinesio, F., Moneta, E., Porcherot, C., et al.: Do immersive techniques help to capture consumer reality? Food Qual. Prefer. 77, 123–134 (2019)
Bonetti, F., Warnaby, G., Quinn, L.: Augmented reality and virtual reality in physical and online retailing: a review, synthesis and research agenda. In: Jung, T., tom Dieck, M.C. (eds.) Augmented Reality and Virtual Reality. PI, pp. 119–132. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-64027-3_9
Portman, M.E., Natapov, A., Fisher-Gewirtzman, D.: To go where no man has gone before: virtual reality in architecture, landscape architecture and environmental planning. Comput. Environ. Urban Syst. 54, 376–384 (2015)
Hilfert, T., König, M.: Low-cost virtual reality environment for engineering and construction. Vis. Eng. 4(1), 2 (2016)
Vettehen, P.H., Wiltink, D., Huiskamp, M., et al.: Taking the full view: how viewers respond to 360-degree video news. Comput. Hum. Behav. 91, 24–32 (2019)
Wang, G., Gu, W., Suh, A.: The effects of 360-degree VR videos on audience engagement: evidence from the New York Times. In: Nah, F.F.-H., Xiao, B.S. (eds.) HCIBGO 2018. LNCS, vol. 10923, pp. 217–235. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-91716-0_17
Marasco, A., Buonincontri, P., van Niekerk, M., et al.: Exploring the role of next-generation virtual technologies in destination marketing. J. Destin. Mark. Manag. 9, 138–148 (2018)
Diemer, J., Alpers, G.W., Peperkorn, H.M., et al.: The impact of perception and presence on emotional reactions: a review of research in virtual reality. Front. Psychol. 6(26), 1–9 (2015)
Seth, A., Suzuki, K., Critchley, H.: An interoceptive predictive coding model of conscious presence. Front. Psychol. 2, 395 (2012)
Toet, A., Kaneko, D., Ushiama, S., et al.: EmojiGrid: a 2D pictorial scale for the assessment of food elicited emotions. Front. Psychol. 9, 2396 (2018)
Li, B.J., Bailenson, J.N., Pines, A., et al.: A public database of immersive VR videos with corresponding ratings of arousal, valence, and correlations between head movements and self report measures. Front. Psychol. 8, 2116 (2017)
Lang, P.J.: Behavioral treatment and bio-behavioral assessment: computer applications. In: Sidowski, J.B., Johnson, J.H., Williams, T.A. (eds.) Technology in Mental Health Care Delivery Systems, pp. 119–137. Ablex Publishing Corporation, Norwood, USA (1980)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Toet, A., Heijn, F., Brouwer, AM., Mioch, T., van Erp, J.B.F. (2019). The EmojiGrid as an Immersive Self-report Tool for the Affective Assessment of 360 VR Videos. In: Bourdot, P., Interrante, V., Nedel, L., Magnenat-Thalmann, N., Zachmann, G. (eds) Virtual Reality and Augmented Reality. EuroVR 2019. Lecture Notes in Computer Science(), vol 11883. Springer, Cham. https://doi.org/10.1007/978-3-030-31908-3_24
Download citation
DOI: https://doi.org/10.1007/978-3-030-31908-3_24
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-31907-6
Online ISBN: 978-3-030-31908-3
eBook Packages: Computer ScienceComputer Science (R0)