Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities

To our knowledge, it has been widely studied in Screen-2D modality for the six basic emotions proposed by Professor Paul Ekman, but there are only studies on their positive and negative valence in VR-3D modality. In this study, we will investigate whether the six basic emotions have stronger brain a...

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Main Authors: Jialan Xie, Ping Lan, Shiyuan Wang, Yutong Luo, Guangyuan Liu
Format: Article
Language:English
Published: IEEE 2023-01-01
Series:IEEE Transactions on Neural Systems and Rehabilitation Engineering
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Online Access:https://ieeexplore.ieee.org/document/9987528/
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author Jialan Xie
Ping Lan
Shiyuan Wang
Yutong Luo
Guangyuan Liu
author_facet Jialan Xie
Ping Lan
Shiyuan Wang
Yutong Luo
Guangyuan Liu
author_sort Jialan Xie
collection DOAJ
description To our knowledge, it has been widely studied in Screen-2D modality for the six basic emotions proposed by Professor Paul Ekman, but there are only studies on their positive and negative valence in VR-3D modality. In this study, we will investigate whether the six basic emotions have stronger brain activation states in VR-3D modality than in Screen-2D modality. We designed an emotion-inducing experiment with six basic emotions (happiness, surprise, sadness, fear, anger, and disgust) to record the electroencephalogram (EEG) signals during watching VR-3D and Screen-2D videos. The power spectral density (PSD) was calculated to compare the brain activation differences between VR-3D and Screen-2D modalities during the induction of the six basic emotions. The results of statistical analysis of the relative power differences between VR-3D and Screen-2D modalities for each emotion revealed that both happiness and surprise presented greater differences in the <inline-formula> <tex-math notation="LaTeX">$\alpha $ </tex-math></inline-formula> and <inline-formula> <tex-math notation="LaTeX">$\gamma $ </tex-math></inline-formula> frequency bands, while sad, fear, disgust and anger all presented greater differences in the <inline-formula> <tex-math notation="LaTeX">$\alpha $ </tex-math></inline-formula> and <inline-formula> <tex-math notation="LaTeX">$\theta $ </tex-math></inline-formula> frequency bands, which are mainly observed in the frontal and occipital regions. On the other hand, the six emotions all yielded satisfactory classification accuracy (above 85&#x0025;) by classification from a subset of power feature of the brain activation states in the same emotion between the two modalities. Overall, there are significant differences in the induction of same discrete emotions in VR-3D and Screen-2D modalities, with greater brain activation in VR-3D modalities. These findings provide a better understanding about the neural activity of discrete emotional tasks assessed in VR environments.
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publishDate 2023-01-01
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series IEEE Transactions on Neural Systems and Rehabilitation Engineering
spelling doaj-art-f10d3ba294114e2db07360df9d6bd6542025-08-20T01:52:02ZengIEEEIEEE Transactions on Neural Systems and Rehabilitation Engineering1534-43201558-02102023-01-013170070910.1109/TNSRE.2022.32293899987528Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality ModalitiesJialan Xie0https://orcid.org/0000-0002-8068-2077Ping Lan1Shiyuan Wang2Yutong Luo3Guangyuan Liu4Chongqing Key Laboratory of Nonlinear Circuits and Intelligent Information Processing, College of Electronic and Information Engineering, and the Institute of Affective Computing and Information Processing, Southwest University, Chongqing, ChinaChongqing Key Laboratory of Nonlinear Circuits and Intelligent Information Processing, College of Electronic and Information Engineering, and the Institute of Affective Computing and Information Processing, Southwest University, Chongqing, ChinaChongqing Key Laboratory of Nonlinear Circuits and Intelligent Information Processing, College of Electronic and Information Engineering, and the Institute of Affective Computing and Information Processing, Southwest University, Chongqing, ChinaChongqing Key Laboratory of Nonlinear Circuits and Intelligent Information Processing, College of Electronic and Information Engineering, and the Institute of Affective Computing and Information Processing, Southwest University, Chongqing, ChinaKey Laboratory of Cognition and Personality, Faculty of Psychology, Ministry of Education, the Chongqing Key Laboratory of Nonlinear Circuits and Intelligent Information Processing, the College of Electronic and Information Engineering, and the Institute of Affective Computing and Information Processing, Southwest University, Chongqing, ChinaTo our knowledge, it has been widely studied in Screen-2D modality for the six basic emotions proposed by Professor Paul Ekman, but there are only studies on their positive and negative valence in VR-3D modality. In this study, we will investigate whether the six basic emotions have stronger brain activation states in VR-3D modality than in Screen-2D modality. We designed an emotion-inducing experiment with six basic emotions (happiness, surprise, sadness, fear, anger, and disgust) to record the electroencephalogram (EEG) signals during watching VR-3D and Screen-2D videos. The power spectral density (PSD) was calculated to compare the brain activation differences between VR-3D and Screen-2D modalities during the induction of the six basic emotions. The results of statistical analysis of the relative power differences between VR-3D and Screen-2D modalities for each emotion revealed that both happiness and surprise presented greater differences in the <inline-formula> <tex-math notation="LaTeX">$\alpha $ </tex-math></inline-formula> and <inline-formula> <tex-math notation="LaTeX">$\gamma $ </tex-math></inline-formula> frequency bands, while sad, fear, disgust and anger all presented greater differences in the <inline-formula> <tex-math notation="LaTeX">$\alpha $ </tex-math></inline-formula> and <inline-formula> <tex-math notation="LaTeX">$\theta $ </tex-math></inline-formula> frequency bands, which are mainly observed in the frontal and occipital regions. On the other hand, the six emotions all yielded satisfactory classification accuracy (above 85&#x0025;) by classification from a subset of power feature of the brain activation states in the same emotion between the two modalities. Overall, there are significant differences in the induction of same discrete emotions in VR-3D and Screen-2D modalities, with greater brain activation in VR-3D modalities. These findings provide a better understanding about the neural activity of discrete emotional tasks assessed in VR environments.https://ieeexplore.ieee.org/document/9987528/Six basic emotionsbrain activationEEGvirtual reality
spellingShingle Jialan Xie
Ping Lan
Shiyuan Wang
Yutong Luo
Guangyuan Liu
Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities
IEEE Transactions on Neural Systems and Rehabilitation Engineering
Six basic emotions
brain activation
EEG
virtual reality
title Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities
title_full Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities
title_fullStr Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities
title_full_unstemmed Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities
title_short Brain Activation Differences of Six Basic Emotions Between 2D Screen and Virtual Reality Modalities
title_sort brain activation differences of six basic emotions between 2d screen and virtual reality modalities
topic Six basic emotions
brain activation
EEG
virtual reality
url https://ieeexplore.ieee.org/document/9987528/
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AT pinglan brainactivationdifferencesofsixbasicemotionsbetween2dscreenandvirtualrealitymodalities
AT shiyuanwang brainactivationdifferencesofsixbasicemotionsbetween2dscreenandvirtualrealitymodalities
AT yutongluo brainactivationdifferencesofsixbasicemotionsbetween2dscreenandvirtualrealitymodalities
AT guangyuanliu brainactivationdifferencesofsixbasicemotionsbetween2dscreenandvirtualrealitymodalities