A cluster of research in Human-Computer Interaction (HCI) suggests that it is possible to infer some characteristics of users' mental states by analyzing electrophysiological responses in real-time. However, it is not clear how to use the information extracted from electrophysiological signals to create visual representations of the emotional states of Virtual Reality (VR) users. Visualization of users' emotions in VR can lead to biofeedback therapies for training emotion self-regulation . Understanding how to visualize emotions in VR requires an interdisciplinary approach that integrates disciplines such as psychology, electrophysiology, and audiovisual design. Therefore, this review aims to integrate previous studies from these fields to understand how to develop virtual environments that can automatically create visual representations of users' emotional states. This manuscript addresses this challenge in three sections: First, theories related to emotion and affect are compared . Second, evidence suggesting that specific visual and sound cues tend to be associated with particular emotions are discussed. And third , some of the available methods for assessing emotions are described .
A cluster of research in Affective Computing suggests that it is possible to infer some characteristics of users' affective states by analyzing their electrophysiological activity in real-time. However, it is not clear how to use the information extracted from electrophysiological signals to create visual representations of the affective states of Virtual Reality (VR) users. Visualization of users' affective states in VR can lead to biofeedback therapies for mental health care . Understanding how to visualize affective states in VR requires an interdisciplinary approach that integrates psychology, electrophysiology, and audio-visual design. Therefore, this review aims to integrate previous studies from these fields to understand how to develop virtual environments that can automatically create visual representations of users' affective states. The manuscript addresses this challenge in four sections: First, theories related to emotion and affect are summarized . Second, evidence suggesting that visual and sound cues tend to be associated with affective states are discussed. Third , some of the available methods for assessing affect are described. The fourth and final section contains five practical considerations for the development of virtual reality environments for affect visualization .
R
Human-Computer Interaction (HCI)
Affective Computing
R
mental
affective
R
electrophysiological responses
their electrophysiological activity
R
emotional
affective
R
emotions
affective states
R
training emotion self-regulation
mental health care
R
emotions
affective states
D
disciplines such as
R
audiovisual
audio-visual
R
emotional states. This
affective states. The
R
three
four
R
compared
summarized
D
specific
R
particular emotions
affective states
R
And third
Third
R
emotions are described
affect are described. The fourth and final section contains five practical considerations for the development of virtual reality environments for affect visualization