Perception and Cognition Lab

VR-Feel Project

Virtual Reality (VR) is an upcoming technology which is taking the world by storm. It has found its usefulness in not only games but research as well. VR gives the researchers total control over the environment of the experiment and help them tweak the variables reliably. VR has also been found very effective in treating phobias and generating empathy to a level. In this project, we are interested in looking at the emotions and how we can personalize VR according to the users’ emotions.

Main goals of this project are:

  1. Development of an affective physiological database
  2. Automatic valence and arousal rating assignment of VR stimuli
  3. Personalization of VR according to user emotions

Related work:

Difference between modes of 360-degree Field of View Presentation

The figures depict the navigational trajectories, while exploring 360-degree video feed using two different modes of display, i.e. desktop and virtual reality headset (VR-FOVE). The current trends showed comparatively lower number of visits, revisits and halting with VR exploration than desktop 360-degree Interaction. One of the plausible arguments could be that the longer exploration and higher number of visits, revisits, and halts, indicates a lower level of integration with other senses, like feeling of being present in the environment and vision, demanding comparatively more effort to construct spatial knowledge in case of desktop than VR experience.