4.3 Article

Affective Virtual Reality: How to Design Artificial Experiences Impacting Human Emotions

Journal

IEEE COMPUTER GRAPHICS AND APPLICATIONS
Volume 41, Issue 6, Pages 171-178

Publisher

IEEE COMPUTER SOC
DOI: 10.1109/MCG.2021.3115015

Keywords

Visualization; Face recognition; Space technology; Image edge detection; Neural networks; Virtual environments; Media

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Virtual Reality goes beyond visual representation to stimulate all human senses and allow users to interact with virtual environments, providing experiences comparable to real-life ones. With the potential to evoke various emotions, VR technology offers a new way to explore and impact human emotions and improve quality of life.
Computer graphics is-in many cases-about visualizing what you cannot see. However, virtual reality (VR), from its beginnings, aimed at stimulating all human senses: not just the visual channel. Moreover, this set of multisensory stimuli allows users to feel present and able to interact with the virtual environment. In this way, VR aims to deliver experiences that are comparable to real-life ones in their level of detail and stimulation, intensity, and impact. Hence, VR is not only a means to see, but also to feel differently. With the spreading of VR technologies, there is a growing interest in using VR to evoke emotions, including positive and negative ones. This article discusses the current possibilities and the authors' experience collected in the field in trying to elicit emotions through VR. It explores how different design aspects and features can be used, describing their contributions and benefits in the development of affective VR experiences. This work aims at raising awareness of the necessity to consider and explore the full design space that VR technology provides in comparison to traditional media. Additionally, it provides possible tracks of VR affective applications, illustrating how they could impact our emotions and improve our life, and providing guidelines for their development.

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