A design methodology for affective Virtual Reality

•We designed ten virtual environments able to elicit a specific emotional reaction.•We describe the methodology we used to design the emotional virtual environments.•The methodology is based on the use of semantic elements and valence, arousal and dominance.•The results show that the designed virtua...

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Veröffentlicht in:International journal of human-computer studies Jg. 162; S. 102791
Hauptverfasser: Dozio, Nicoló, Marcolin, Federica, Scurati, Giulia Wally, Ulrich, Luca, Nonis, Francesca, Vezzetti, Enrico, Marsocci, Gabriele, La Rosa, Alba, Ferrise, Francesco
Format: Journal Article
Sprache:Englisch
Veröffentlicht: Elsevier Ltd 01.06.2022
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ISSN:1071-5819, 1095-9300, 1095-9300
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Abstract •We designed ten virtual environments able to elicit a specific emotional reaction.•We describe the methodology we used to design the emotional virtual environments.•The methodology is based on the use of semantic elements and valence, arousal and dominance.•The results show that the designed virtual environments elicit the desired emotions and arousal-valence-dominance levels. In the era of ‘metaverse’, virtual environments are gaining popularity among new multimedia contents and are also recognized as a valuable means to deliver emotional content. This is favoured by cost reduction, availability and acceptance by end-users of virtual reality technology. Creating effective virtual environments can be achieved by exploiting several opportunities: creating artificial worlds able to generate different stories, mixing sensory cues, and making the whole interactive. The design space for creating emotional virtual environments is ample, and no clear idea of how to integrate the various components exists. This paper discusses how to combine multiple design elements to elicit five distinct emotions. We developed and tested two scenarios per emotion. We present the methodology, the development of the case studies, and the results of the testing.
AbstractList In the era of ‘metaverse’, virtual environments are gaining popularity among new multimedia contents and are also recognized as a valuable means to deliver emotional content. This is favoured by cost reduction, availability and acceptance by end-users of virtual reality technology. Creating effective virtual environments can be achieved by exploiting several opportunities: creating artificial worlds able to generate different stories, mixing sensory cues, and making the whole interactive. The design space for creating emotional virtual environments is ample, and no clear idea of how to integrate the various components exists. This paper discusses how to combine multiple design elements to elicit five distinct emotions. We developed and tested two scenarios per emotion. We present the methodology, the development of the case studies, and the results of the testing. © 2022 Elsevier Ltd
•We designed ten virtual environments able to elicit a specific emotional reaction.•We describe the methodology we used to design the emotional virtual environments.•The methodology is based on the use of semantic elements and valence, arousal and dominance.•The results show that the designed virtual environments elicit the desired emotions and arousal-valence-dominance levels. In the era of ‘metaverse’, virtual environments are gaining popularity among new multimedia contents and are also recognized as a valuable means to deliver emotional content. This is favoured by cost reduction, availability and acceptance by end-users of virtual reality technology. Creating effective virtual environments can be achieved by exploiting several opportunities: creating artificial worlds able to generate different stories, mixing sensory cues, and making the whole interactive. The design space for creating emotional virtual environments is ample, and no clear idea of how to integrate the various components exists. This paper discusses how to combine multiple design elements to elicit five distinct emotions. We developed and tested two scenarios per emotion. We present the methodology, the development of the case studies, and the results of the testing.
ArticleNumber 102791
Author Nonis, Francesca
Vezzetti, Enrico
Ulrich, Luca
Marsocci, Gabriele
La Rosa, Alba
Ferrise, Francesco
Marcolin, Federica
Dozio, Nicoló
Scurati, Giulia Wally
Author_xml – sequence: 1
  givenname: Nicoló
  surname: Dozio
  fullname: Dozio, Nicoló
  organization: Politecnico di Milano, Department of Mechanical Engineering, Via La Masa 1, Milan 20156, Italy
– sequence: 2
  givenname: Federica
  surname: Marcolin
  fullname: Marcolin, Federica
  organization: Politecnico di Torino, Department of Management and Production Engineering, Corso Duca degli Abruzzi 24, Turin, 10129, Italy
– sequence: 3
  givenname: Giulia Wally
  orcidid: 0000-0002-0389-4279
  surname: Scurati
  fullname: Scurati, Giulia Wally
  organization: Politecnico di Milano, Department of Mechanical Engineering, Via La Masa 1, Milan 20156, Italy
– sequence: 4
  givenname: Luca
  orcidid: 0000-0001-8407-0660
  surname: Ulrich
  fullname: Ulrich, Luca
  organization: Politecnico di Torino, Department of Management and Production Engineering, Corso Duca degli Abruzzi 24, Turin, 10129, Italy
– sequence: 5
  givenname: Francesca
  orcidid: 0000-0002-7332-7894
  surname: Nonis
  fullname: Nonis, Francesca
  organization: Politecnico di Torino, Department of Management and Production Engineering, Corso Duca degli Abruzzi 24, Turin, 10129, Italy
– sequence: 6
  givenname: Enrico
  surname: Vezzetti
  fullname: Vezzetti, Enrico
  organization: Politecnico di Torino, Department of Management and Production Engineering, Corso Duca degli Abruzzi 24, Turin, 10129, Italy
– sequence: 7
  givenname: Gabriele
  surname: Marsocci
  fullname: Marsocci, Gabriele
  organization: Politecnico di Torino, Department of Management and Production Engineering, Corso Duca degli Abruzzi 24, Turin, 10129, Italy
– sequence: 8
  givenname: Alba
  surname: La Rosa
  fullname: La Rosa, Alba
  organization: Politecnico di Torino, Department of Management and Production Engineering, Corso Duca degli Abruzzi 24, Turin, 10129, Italy
– sequence: 9
  givenname: Francesco
  orcidid: 0000-0001-8951-8807
  surname: Ferrise
  fullname: Ferrise, Francesco
  email: francesco.ferrise@polimi.it
  organization: Politecnico di Milano, Department of Mechanical Engineering, Via La Masa 1, Milan 20156, Italy
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Keywords Metaverse
Affective Virtual Reality
Emotions
Virtual Reality
Design Methodology
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Snippet •We designed ten virtual environments able to elicit a specific emotional reaction.•We describe the methodology we used to design the emotional virtual...
In the era of ‘metaverse’, virtual environments are gaining popularity among new multimedia contents and are also recognized as a valuable means to deliver...
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StartPage 102791
SubjectTerms Affective Virtual Reality
Design Methodology
Emotions
Metaverse
Virtual Reality
Title A design methodology for affective Virtual Reality
URI https://dx.doi.org/10.1016/j.ijhcs.2022.102791
https://urn.kb.se/resolve?urn=urn:nbn:se:bth-23387
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