Afficher la notice abrégée

dc.rights.licenseopenen_US
hal.structure.identifierESTIA INSTITUTE OF TECHNOLOGY
dc.contributor.authorGÓMEZ JÁUREGUI, David Antonio
hal.structure.identifierESTIA INSTITUTE OF TECHNOLOGY
dc.contributor.authorCOUTURE, Nadine
ORCID: 0000-0001-7959-5227
IDREF: 111534275
dc.date.accessioned2023-04-11T09:12:48Z
dc.date.available2023-04-11T09:12:48Z
dc.date.issued2021-07-07
dc.date.conference2021-07-07
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/172916
dc.description.abstractEnAffective Computing is the study and development of systems that can automatically recognize, simulate and elicit emotions to users (Picard, 2000). It has been applied in several areas such as education, security, healthcare and entertainment (Daily et al., 2017; Gross & Levenson, 1995). In most of the studies, emotion recognition and elicitation has been carried out with non-immersive environments (Aharonson & Amir, 2006; Faita et al., 2016). Virtual Reality (VR) is defined as an artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment (Aukstakalnis et al., 1992). It provides simulated experiences increasing the feeling of immersion or presence experienced by the user (Okechukwu & Udoka, 2011). In past years, even recent, affective interactions using VR have been analyzed in studies which demonstrate that virtual environments can be used to recognize or elicit emotions in the user such as relaxation, stress or anxiety (Marín-Morales et al., 2020; Riva et al., 2007). In addition, some works show that emotional content increases the sense of immersion in a virtual environment (Gorini et al., 2011; Marín-Morales et al., 2018). However, regardless of the various studies conducted, the success of emotion recognition in virtual reality scenarios will depend on how safe can be made and how the privacy of users can be protected and respected (Cowie, 2014). In addition, users must be able to trust the virtual reality scenario knowing that their emotional states can be recognized and elicited.The purpose of this panel is to address several points regarding ethics and privacy issues, risks, challenges and opportunities about the impact that emotion recognition and elicitation can achieve in virtual reality scenarios.
dc.language.isoENen_US
dc.title.enThe importance of privacy and ethics in emotion recognition and emotion elicitation in Virtual Reality scenarios
dc.typeCommunication dans un congrèsen_US
dc.identifier.doi10.20870/IJVR.2021.1.1.4797en_US
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]en_US
bordeaux.hal.laboratoriesESTIA - Rechercheen_US
bordeaux.institutionUniversité de Bordeauxen_US
bordeaux.institutionBordeaux INPen_US
bordeaux.institutionBordeaux Sciences Agroen_US
bordeaux.conference.titleConVRgence (VRIC) Virtual Reality International Conferenceen_US
bordeaux.countryfren_US
bordeaux.conference.cityLavalen_US
bordeaux.peerReviewedouien_US
bordeaux.import.sourcehal
hal.identifierhal-03643401
hal.version1
hal.exportfalse
workflow.import.sourcehal
dc.rights.ccPas de Licence CCen_US
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.date=2021-07-07&rft.au=G%C3%93MEZ%20J%C3%81UREGUI,%20David%20Antonio&COUTURE,%20Nadine&rft.genre=unknown


Fichier(s) constituant ce document

Thumbnail

Ce document figure dans la(les) collection(s) suivante(s)

Afficher la notice abrégée