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Recent data from the Federal Highway Administration highlights an alarming increase in fatalities and injuries in roadway work zones, emphasizing the need for enhanced worker safety measures. This study addresses this concern by evaluating…
Stress can be seen as a physiological response to everyday emotional, mental and physical challenges. A long-term exposure to stressful situations can have negative health consequences, such as increased risk of cardiovascular diseases and…
Understanding which factors could influence co-presence in Virtual Reality could help develop more qualitative social interactions, or social interactions that generate similar sensations, emotions and feelings than the ones generated…
The first quantitative neural network model of feelings and emotions is proposed on the base of available data on their neuroscience and evolutionary biology nature, and on a neural network human memory model which admits distinct…
Computational agents support humans in many areas of life and are therefore found in heterogeneous contexts. This means they operate in rapidly changing environments and can be confronted with huge state and action spaces. In order to…
Evaluating the user experience of a software system is an essential final step of every research. Several concepts such as flow, affective state, presences, or immersion exist to measure user experience. Typical measurement techniques…
With the growing need to effectively support workforce upskilling in the manufacturing sector, virtual reality is gaining popularity as a scalable training solution. However, most current systems are designed as static, step-by-step…
Emotional cues frequently arise and shape group dynamics in interactive settings where multiple humans and artificial agents communicate through shared digital channels. While artificial agents lack intrinsic emotional states, they can…
Unlike the six basic emotions of happiness, sadness, fear, anger, disgust and surprise, modelling and predicting dimensional affect in terms of valence (positivity - negativity) and arousal (intensity) has proven to be more flexible,…
In this paper we present a system capable of collecting and annotating, human performed, robot understandable, everyday activities from virtual environments. The human movements are mapped in the simulated world using off-the-shelf virtual…
With the growing integration of human-computer interaction into everyday life, advances in machine learning have enabled systems to better perceive and respond to users' emotional states. Most existing affect recognition datasets focus on…
This paper presents a novel approach to assessing human lighting adjustment behavior and preference in diverse lighting conditions through the evaluation of emotional feedback and behavioral data using VR. Participants (n= 27) were exposed…
Starting with the idea that sentiment analysis models should be able to predict not only positive or negative but also other psychological states of a person, we implement a sentiment analysis model to investigate the relationship between…
Studying psychiatric illness has often been limited by difficulties in connecting symptoms and behavior to neurobiology. Computational psychiatry approaches promise to bridge this gap by providing formal accounts of the latent information…
People have the ability to make sensible assumptions about other people's emotional states by being sympathetic, and because of our common sense of knowledge and the ability to think visually. Over the years, much research has been done on…
The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a…
This paper presents a computational framework for providing affective labels to real-life situations, called A-Situ. We first define an affective situation, as a specific arrangement of affective entities relevant to emotion elicitation in…
This study investigates the potential of virtual reality (VR) for enhancing sales skills training using a Cave Automatic Virtual Environment (CAVE). VR technology enables users to practice interpersonal and negotiation skills in controlled,…
This paper describes the development of Psychlysis, a work-in-progress questionnaire-based machine learning application analyzing the user's current state of mind and suggesting ways to improve their mood using Machine Learning. The…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…