REAL-TIME BIOMETRIC EMOTION ASSESSMENT
IN AN IMMERSIVE ENVIRONMENT
Vasco Vinhas, Daniel Castro Silva, Luís Paulo Reis and Eugénio Oliveira
Department of Informatics Engineering, Faculty of Engineering, University of Porto
Artificial Intelligence and Computer Science Laboratory, Rua Dr. Roberto Frias s/n 4200-465, Porto, Portugal
Keywords: Emotion Assessment, Biometric Readings, Immersive Digital Environments, Aeronautical Simulation.
Abstract: Both the academic and industrial worlds have increased investment and dedication to the affective
computing area in the past years. At the same time, immersive environments have become more and more a
reliable domain, with progressively cheaper hardware and software solutions. With this in mind, the authors
used biometric readings to perform real-time user emotion assessment in an immersive environment. In the
example used in this paper, the environment consisted in a flight simulation, and biometric readings were
based on galvanic skin response, respiration rate and amplitude, and phalanx temperature. The detected user
emotional states were also used to modify some simulation variables, such as flight plan, weather and
maneuver smoothness. The emotion assessment results were consistent with user-described emotions,
achieving an overall success rate of 78%.
1 INTRODUCTION
The presence of sensors, actuators and processing
units in unconventional contexts is becoming
consistently inevitable. This fact brings to both
academic and industrial stages the term of
Ubiquitous Computing as a regular one. In a
parallel, yet complementary line, Affective
Computing has recently gained the attention of
researchers and business organizations worldwide.
As a common denominator for these two concepts
resides Emotion Assessment. Although this topic is
no novelty by itself, it has been rediscovered in light
of the mentioned knowledge areas breakthroughs, as
it became theoretically possible to perform real-time
minimal-invasive user emotion assessment based on
live biosignals at economically feasible levels.
Having all that in mind, the authors envisioned
an integrated interactive multimedia system where
internal parameters are changed according to the
user’s emotional response. As the application
example in this paper, an aviation environment was
considered. The main reasons behind this decision
are related to the human fascination for everything
related to flying. Still, and as with most things, this
attraction co-exists with the fear of flying, usually
referred to as pterygophobia. According to a poll by
CNN and Gallup for the USA Today in March 2006,
27% of U.S. adults would be at least somewhat
fearful of getting on an airplane (Stoller, 2006).
The conducted experimental protocol was
carried out in a quiet controlled environment where
subjects assumed the pilot’s seat for roughly 25
minutes. Internal variables were unconscientiously
affected by the online assessed user emotions.
The project achieved rather transversal goals as it
was possible to use it as a fully functional testbed for
online biometric emotion assessment through
galvanic skin response, respiration rate and
amplitude and phalanx temperature readings fusion
and its incorporation with Russell’s Circumplex
Model of Affect (Russell, 1980) with success rates
of around 78%. Considering the aeronautical
simulation, an immersive realistic environment was
achieved, with the use of 3D video eyewear.
It was found that those without fear of flying
found the experience rather amusing, as virtual
entertainment, while the others considered the
simulation realistic enough to trigger an emotional
response – verified by biometric readings.
The present document is organized as follows: in the
next section a broad, detailed revision of related
work is depicted; in section 3, the project is
described in a global perspective but also
highlighting relevant system modules; in section 4
the conducted experimental session conditions are
described and in the following section the results are
presented; in the final section, conclusions are drawn
and future work areas revealed.
153
Vinhas V., Silva D., Reis L. and Oliveira E.
REAL-TIME BIOMETRIC EMOTION ASSESSMENT IN AN IMMERSIVE ENVIRONMENT.
DOI: 10.5220/0002174001530158
In Proceedings of the 6th International Conference on Informatics in Control, Automation and Robotics (ICINCO 2009), page
ISBN: 978-989-674-000-9
Copyright
c
2009 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
2 STATE OF THE ART
This section is divided into two subsections: the first
concerning automatic emotion assessment; the
second regarding aeronautical simulation tools.
2.1 Automatic Emotion Assessment
Until a recent past, researchers in the domains
related to emotion assessment had very few solid
ground standards both for specifying the emotional
charge of stimuli and also a reasonable acceptable
emotional state representation model. This issue
constituted a serious obstacle for research
comparison and conclusion validation. The extreme
need of such metrics led to several attempts to
systematize this knowledge domain.
Considering first the definition problem,
Damásio states that an emotional state can be
defined as a collection of responses triggered by
different parts of the body or the brain through both
neural and hormonal networks (Damásio, 1998).
Experiments conducted with patients with brain
lesions in specific areas led to the conclusion that
their social behaviour was highly affective, together
with the emotional responses. It is unequivocal to
state that emotions are essential for humans, as they
play a vital role in their everyday life: in perception,
judgment and action processes (Damásio, 1994).
One of the major models of emotion
representation is the Circumplex Model of Affect
proposed by Russell. This is a spatial model based
on dimensions of affect that are interrelated in a very
methodical fashion (Russell, 1980). Affective
concepts fall in a circle in the following order:
pleasure, excitement, arousal, distress, displeasure,
depression, sleepiness, and relaxation - see Figure 1.
According to this model, there are two components
of affect that exist: the first is pleasure-displeasure,
the horizontal dimension of the model, and the
second is arousal-sleep, the vertical dimension of the
model. Therefore, it seems that any affect stimuli
can be defined in terms of its valence and arousal
components. The remaining variables mentioned
above do not act as dimensions, but rather help to
define the quadrants of the affective space. Although
the existence of criticism concerning the impact
different cultures in emotion expression and
induction, as discussed by Altarriba (Altarriba,
2003), Russell’s model is relatively immune to this
issue if the stimuli are correctly defined in a rather
universal form. Having this in mind, the circumplex
model of affect was the emotion representation
abstraction used in the proposed project.
In order to assess Russell’s model components,
Figure 1: Russell’s Circumplex Model of Affect.
one ought to consider what equipment solutions
were to be selected, considering, simultaneously,
different features such as portability, invasiveness
levels, communication integration and transparency
and direct economical impact.
Emotions assessment requires reliable and
accurate communications with the subject so that the
results are conclusive and the emotions correctly
classified. This communication can occur through
several channels and is supported by specific
equipment. The invasive methods are clearly more
precise, however more dangerous and will not be
considered for this study. Conversely, non invasive
methods such as EEG (Electroencephalography),
GSR (Galvanic Skin Response), oximeter, skin
temperature, ECG (Electrocardiogram), respiration
sensors, amongst others have pointed the way
towards gathering the advantages of low-cost
equipment and non-medical environments with
interesting accuracy levels (Benevoy, 2008).
Some recent studies have successfully used just
EEG information for emotion assessment (Teixeira,
2008). These approaches have the great advantage of
being based on non-invasive solutions, enabling its
usage in general population in a non-medical
environment. Encouraged by these results, the
current research direction seems to be the addition of
other inexpensive, non-invasive hardware to the
equation. Practical examples of this are the
introduction of a full set of non-invasive, low-cost
sensors in several domains by Vinhas (Vinhas,
2008), Kim (Kim, 2008) and Katsis (Katsis, 2008).
The usage of this kind of equipments in such diverse
domains and conditions strongly suggests its high
applicability and progressive migration towards
quotidian handling.
For this study, the Nexus-10 hardware solution
with temperature, GSR and Respiration Rate and
Amplitude sensors shall be used and the data
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communication with the processing unit, fully
described in section 3, shall be based on wireless
Bluetooth technology.
2.2 Aeronautical Simulation Tools
There are two main simulator categories: Game
Engines and Flight Simulators. In game engines, the
most important aspect is an appealing visualization.
Flight Simulators have a different approach – the
main focus is on aerodynamics and flight factors
present in real world, thus trying to achieve as
realistic a flight as possible (Gimenes, 2008). The
academic and business communities have already
begun to use these cost-effective tools, benefitting
from what they have to offer (Lewis, 2002).
The authors, after some consideration and
analysis of available flight simulators, have chosen
to use Microsoft Flight Simulator X (FSX) as the
simulation environment. FSX not only provides a
flexible, well-documented programming interface to
interact with the environment, but also a very
realistic visualization of the simulated world.
Several solutions are offered to treat pterygophobia,
including medication, and some behavior therapies,
together with virtual reality solutions. These are
often used in conjunction with a more conventional
form of therapy (Kazan, 2000), (da Costa, 2008).
Though the authors are cautious regarding any
conclusion about the psychological impact of this
simulation tool, it is believed that this simulation,
together with real-time emotional assessment, may
have a positive impact in treating pterygophobia.
Summarizing, the proposed solution not only
presents an online Russell’s Model emotion
assessment tool, based on minimal-invasive sensors,
but also provides a cost-effective solution for a
virtual reality simulation that can be used for
treating fear of flying.
3 PROJECT DESCRITPION
This section is divided into three subsections,
focusing the global architecture delineation, emotion
assessment module description and aeronautical
simulation component.
3.1 Global Architecture
The system architecture is based on independent and
distributed modules, both in logic and physical
terms. As depicted in Figure 2, and following its
enclosed numeration, biometric data is gathered
Figure 2: System’s Global Architecture.
directly from the subject by Nexus-10 hardware. In
more detail, temperature, GSR and respiration
sensors are used. As to reduce the number of wires
presented to the user, the biometric data is
transmitted by Bluetooth to a computer running the
adequate data driver. The next step is of the
responsibility of BioTrace+ software, and beyond
providing a flexible interface for signal monitoring,
it also records biometric data in a text file.
The BioSignal Collector software was developed
to access the recorded data and make it available for
further processing either by database access or
TCP/IP socket connection. In the last case, lies the
Emotion Classifier, responsible for user’s emotion
state assessment – this process is described below.
The continuously extracted emotional states are
projected into Russell’s model and are filled as input
to the Aeronautical Simulator. The simulation
endpoint has a simple architecture. The main module
communicates with the emotional endpoint,
receiving data from the emotion assessment module,
indicating which of the four quadrants of Russell’s
Model should be active. The module, in turn,
communicates with FSX, changing its internal
variables in order to match the desired quadrant, and
as explained in section 3.3. This module also
produces a permanent log file, with information
collected from the simulator. The simulator interacts
with the user through immersive 3D video hardware,
allowing the user to control simulation visualization.
3.2 Emotion Assessment
The emotion assessment module is based on the
enunciated 4-channel biometric data collected with
Nexus-10 and accessed via text file readings at 10Hz
sample rate – which for the analyzed features is
REAL-TIME BIOMETRIC EMOTION ASSESSMENT IN AN IMMERSIVE ENVIRONMENT
155
perfectly acceptable. At the same rate, emotional
states are assessed and its definition is continuously
uploaded to a database for additional analysis and
third-party tools access. Directly related to the
aeronautical simulation, the GUI also provides an
expedite method to define the session’s emotional
policy – force a specific quadrant, contradict or
maintain the current state or tour the four scenarios.
The remaining of this subsection is divided in three
parts, devoted to emotion model description,
calibration and data fusion, and dynamic scaling.
3.2.1 Base Emotion Model
As previously referred, the adopted emotion model
was Russell’s Circumplex Model of Affect. This
bidimensional approach permits efficient, yet
effective, online emotional assessment with none or
residual historical data as it is based on single
valence and arousal values. The key issue is not the
determination of the subject’s emotional state given
a pair of valence/arousal values, but how to convert
biosignals into valence/arousal pairs.
In order to anticipate the assessment of
emotional data pair values, a normalization process
is conducted, where both valence and arousal values
are fully mapped into the [-1, 1] spectrum. With this
approach, emotional states are believed to be
identified by Cartesian points in a 2D environment.
3.2.2 Calibration & Channel Fusion
Having into consideration the referred normalization
process, one ought to point out the importance of the
calibration process. Although, the 2D point (-¾, ¾)
represents a normalized defined emotional state, it
can be achieved by an infinite conjugation of
biosignals. This reality leads to the necessity of
calibration and biometric channels fusion.
The first procedure consists in, for each subject
and for each session, pinpoint directly in Russell’s
model, what is the predominant emotional state,
through a self-assessment process. By performing
this action, it is possible to define a normalized
emotional baseline point. For each of the four
channels taken into account for emotional state
assessment an initial twenty percent variability is
considered. Whenever overflow is detected, the
dynamic scaling is activated as described below.
The three components were considered to have
similar impact. For the valence values deviation,
only galvanic skin response was considered. For this
computation, the normalized baseline point is
considered as reference. The conjugation of such
weights determines the normalized values of arousal
and valence and hence the current emotional state.
3.2.3 Dynamic Scaling
As a consequence of the emotional classification
process, emerging issue concerns either biosignal
readings’ overflow or underflow, considering user-
defined baseline and initial tolerance allowed.
To overcome this potential limitation, a fully
dynamic scaling approach was considered, that
consists in stretching the biometric signal scale
whenever its readings go beyond the normalized
interval of [-1,1]. This scale update is conducted
independently for each of the analyzed biometric
channels. During this process, a non-linear scale
disruption is created, resulting in greater scale
density towards the limit breach.
In order to better understand this approach, one
shall refer to the set of formulas listed through
Equation 1, depicting an overflow situation.
(a)
[]
),(.
111
IndexcSampleMaxcMaxMathMaxc
=
(b)
[]
IndexcmplebaseLineSaMaxc
AxisrmbaseLineNo
ScaleUpc
11
1
.1
=
(c)
[
][]
IndexcmplebaseLineSaIndexcSamplec
11
=
(d)
cScaleUpcAxisrmbaseLineNoNormc ×+=
11
.
Equation 1: Dynamic Scaling Formulas.
First, c1 (any given biometric channel) maximum
value is determined by comparing current reading
with the stored value – Equation 1(a). If the limit is
broken, the system recalculates the linear scale
factor for values greater than the baseline neutral
value, having as a direct consequence the increasing
of the interval’s density – Equation 1(b). Based on
the new interval definition, subsequent values shall
be normalized accordingly – Equation 1(c) (d). With
this approach, and together with dynamic calibration
and data normalization, it becomes possible for the
system to perform real-time adaptations as a result
of user’s idiosyncrasies and signal deviations, thus
assuring continuous normalized values.
3.3 Aeronautical Simulation
The desired emotional quadrant influences the
simulation in three dimensions: weather, scenery and
maneuvering.
The two quadrants characterized by displeasure
are associated with worse climacteric conditions,
ranging from thunderstorms, for the quadrant with
high arousal levels, to foggy cold fronts, for the one
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156
with low levels. The two quadrants related to
pleasure are coupled with fair weather, creating a
more stable flight.
The chosen global scenery is an archipelago. For
the two quadrants associated with high arousal
levels, the itinerary takes the plane around an island,
with many closed turns at low altitudes. For the two
quadrants associated with low arousal levels, the
path consists of an oval-shaped route around an
island. The turns in this route have a superior radius
and the altitude variations have smaller amplitude.
As a result, the flight is experienced as a calmer one.
Closely related to the route description is
maneuvering control. For the first route, typical
auto-pilot controls are used, namely speed, heading
and altitude controls. As for the second route, two
additional features are applied – maximum bank and
yaw damper, which limits the maximum roll during
turns, and reduces rolling and yawing oscillations,
making the flight smoother and calmer.
4 EXPERIMENTAL ACTIVITIES
The experiments were conducted using a variety of
equipment, for both the biometrical emotion
assessment module and the simulation module. As
for the first module, sensors for skin temperature,
galvanic skin response and respiration rate and
amplitude were used. In order to present the user
with an immersive experience, 3D video hardware
was used in conjunction with the flight simulator, in
the form of virtual reality video eyewear, which
provides the user with a three degree of freedom
head-tracker, allowing the user to experience the
environment as if he was actually there.
The experiments were conducted among twenty
subjects, 13 males and 7 females, aging between 21
and 56. Four of the subjects stated that they had
some level of fear of flying, while the remaining
declared not to.
After providing background information to
characterize the sample, the subject was connected
to the biometrical equipment, in order to establish an
emotional baseline, as explained in section 3.2.2.
The experiment had three sequential stages. In
the first, the plane takes off from an airport. After
takeoff, a series of closed circuits was performed.
Finally, in the landing phase, the plane lines up with
the selected airport, makes the approach and lands.
After concluding the trial, the subjects described
the experience, and reviewed an animation of the
evolution of both simulation and emotional
assessment, to confirm or refute those assessments.
5 RESULTS
The results are presented and analyzed in two main
groups: emotion assessment and simulation.
In what concerns to emotion assessment, the
validation model was based on user self-assessment,
as previously described. These results were collected
in two forms: concerning single emotions and
specific regions on Russell’s model, and concerning
only the four quadrants. For the first method, a
success rate of 78% was achieved. For the second
one, this number increases to 87%. Table 1 shows
the confusion table with percentages of automatic
assessment versus self-assessment for each quadrant.
Table 1: Emotion Assessment Confusion Table.
1
st
Quadrant 2
nd
Quadrant 3
rd
Quadrant 4
th
Quadrant
1
st
Quadrant
30,7 1,8 0,3 1,2
2
nd
Quadrant
3,1 32,8 10,1
3
rd
Quadrant
0,2 1,7 10,9 1,2
4
th
Quadrant
10,11,612,3
Users
AutomaticAssessment
One additional result to consider is that the
automatic emotion assessment has a lower rate of
failure for opposite quadrants.
Concerning the simulation, users were asked to
describe their experience, and to classify, on a scale
of one to five, the level of immersiveness. The
results show that the majority of the individuals
considered the environment to be highly immersive,
with an average classification of 4,2.
Takeoff and landing are traditionally associated
with higher levels of apprehension and anxiety
among passengers who suffer from pterygophobia, a
fact confirmed by the experimental results. All
subjects that are afraid of flying also stated that
those are in fact the most stressful moments, and the
collected data corroborates this fact. Figure 3 shows
the average arousal levels measured during the
experiments conducted among these individuals. As
can be seen, higher arousal levels were registered
during the initial and final stages of the simulation,
which represent takeoff and landing.
Figure 3: Average Arousal Levels During Simulation.
REAL-TIME BIOMETRIC EMOTION ASSESSMENT IN AN IMMERSIVE ENVIRONMENT
157
6 CONCLUSIONS
From an architectural standpoint, the distributed
architecture with logic and physical module
separation proved to be reliable and efficient. This
approach enabled independence between biometric
data collection, processing and simulation related
computation. It also provided database collection of
both raw biometric channel values and semantic
emotional state information for future analysis and
validation, improving system openness.
At a more significant level, the emotional
assessment layer reached high accuracy levels.
Through the detailed validation process, 78% of the
classified emotional states were considered correct
by the subjects. If simplified to Russell’s four
quadrants, this value reaches 87%, which supports
the conclusion of an effective emotional assessment
process. Still in this category, it is worth to mention
the on-the-fly classification procedure that nearly
suppresses the need to a long baseline data gathering
and user identification as it is performed by the user
at any time. Also, the dynamic scaling was valuable,
as to correctly accommodate outsized signal
deviations without precision loss.
In what regards the aeronautical simulation, all
projected goals where completely fulfilled as users
confirmed their immersion sensation, by both self-
awareness and biological recorded response. It is
believed that the use of 3D glasses as display device
played a particularly important role in creating the
appropriate environment.
Some improvement opportunities have been
identified along the project. It is believed to be
useful, for future system versions, to include
additional biometric channels in the emotional
assessment engine, such as ECG, BVP (Blood
Volume Pulse) and even EEG. This signals
integration would be fairly straightforward as the
current data fusion process and emotional base
model support that kind of enhancement. Still
concerning this module, one shall mention the
possibility to test Russell’s model expansion to 3D
by adding a dominance axis. Regarding the
aeronautical simulator, it would be interesting to
define and test more navigation scenarios. Still in
this point, a more smooth transition between
contexts, especially between quadrants characterized
by high levels of arousal and those with low levels
of arousal would be useful.
As a final project summary, one shall point that
the proposed system has a dual application as a
complete entertainment system with user emotional
awareness that continuously adapts the multimedia
content accordingly, and possibly a more solemn
approach as a phobia treatment auxiliary.
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