Can Virtual Reality Increase Emotional Responses (Arousal and Valence)? A Pilot Study

  title={Can Virtual Reality Increase Emotional Responses (Arousal and Valence)? A Pilot Study},
  author={Sergio Estupi{\~n}{\'a}n and Francisco Rebelo and Paulo Noriega and Carlos Ferreira and Em{\'i}lia Duarte},
Emotions in the context of UX are generally evaluated in regard to product appearance and sensorial experience. The use of virtual reality can be a way to study UX in consumer products. We want to evaluate if we could increase emotional responses using a virtual reality immersive system. For that purpose, we used the GAPED picture database and compared valence and arousal ratings of GAPED and those obtained using virtual reality. Results showed that arousal was higher in virtual reality for all… 
Emotion Elicitation Techniques in Virtual Reality
It is found that elicitation methods produce largely comparable results between the virtual and real world, but overall participants experience slightly stronger valence and arousal in VR.
How Deep Is a Virtual Reality Experience? Virtual Environments, Emotions and Physiological Measures
The subjective and objective measures measured were related to physiological measures, so the emotional response to an event in virtual reality is not only an interpretation of the situation but also a physiological phenomenon.
Evaluation of the Relationship Between Virtual Environments and Emotions
The emotional responses to the use of virtual reality (VR) environments are described and the relation between different environments and axial emotional dimensions: valence, arousal and dominance is evaluated.
Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters
These results can increase the effectiveness of health-related VR-applications to elevate mood levels by either implementing plenty of interactions and consequently increasing spatial presence or doing the opposite and leaving out any interactions at all.
An Immersive Self-Report Tool for the Affective Appraisal of 360° VR Videos
The EmojiGrid appears to be a valid and immersive affective self-report tool for measuring VE-induced emotions and correlate strongly with autonomic physiological arousal.
Virtual Reality for Emotion Elicitation - A Review
Virtual Reality has a great potential to evoke emotions effectively and naturally by generating motivational and empathy mechanisms which makes it an ecologically valid paradigm to study emotions.
Does co-presence affect the way we perceive and respond to emotional interactions?
It is concluded that the display condition seems to influence automatic motivational tendencies but not higher level cognitive evaluations, and a link between valence perception and preferred behavioral response in women but not in men is revealed.
Pursuing pleasure through fear: Can being scared in the virtual world make you happier in real life?
Fear is considered a valuable emotion, evolved to provide protection and incentive to escape from potential danger. However, modern humans strive to create narratives that purposely provoke thrill
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?
Evidence is provided that playing a video game in virtual reality was not more difficult than playing through a desktop display and players showed a more intense emotional response, as assessed by self-report questionnaires and with psycho-physiological indexes.
Understanding Emotions in Virtual Reality
Copyright held by the owner/author(s). CHI’20,, April 25–30, 2020, Honolulu, HI, USA ACM 978-1-4503-6819-3/20/04. Abstract Emotion is a psycho-physiological


What determines a feeling's position in affective space? A case for appraisal
The location of verbally reported feelings in a three-dimensional affective space is determined by the results of appraisal processes that elicit the respective states. One group of participants
The Geneva affective picture database (GAPED): a new 730-picture database focusing on valence and normative significance
A new database of 730 pictures, the Geneva Affective PicturE Database, which was created to increase the availability of visual emotion stimuli and the results of the picture ratings are presented.
Embracing diversity in user needs for affective design.
  • H. Khalid
  • Computer Science
    Applied ergonomics
  • 2006
Using Virtual Reality to Assess User Experience
UX research may benefit from a VR-based methodology in the scopes of user research and human–product interaction and the usefulness of VR in the evaluation of UX is discussed.
Measuring Presence in Virtual Environments: A Presence Questionnaire
Combined results from four experiments lead to the following conclusions: the PQ and ITQ are internally consistent measures with high reliability; there is a weak but consistent positive relation between presence and task performance in VEs; individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.
What are emotions? And how can they be measured?
Defining “emotion” is a notorious problem. Without consensual conceptualization and operationalization of exactly what phenomenon is to be studied, progress in theory and research is difficult to
Virtual Reality and Neuropsychology: Upgrading the Current Tools
VR offers numerous assets that may enhance current neuropsychological assessment protocols and address many of the limitations faced by the authors' traditional methods.
Autonomic Nervous System Activity Distinguishes Among Emotions
Emotion-specific activity in the autonomic nervous system was generated by constructing facial prototypes of emotion mllscle by muscle and by reliving past emotional experiences. The autonomic