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Papers by Mohammadhossein Moghimi

Research paper thumbnail of Influencing Human Affective Responses to Dynamic Virtual Environments

PRESENCE: Teleoperators and Virtual Environments, 2016

Detecting and measuring emotional responses while interacting with virtual reality (VR), and asse... more Detecting and measuring emotional responses while interacting with virtual reality (VR), and assessing and interpreting their impacts on human engagement and “immersion,” are both academically and technologically challenging. While many researchers have, in the past, focused on the affective evaluation of passive environments, such as listening to music or the observation of videos and imagery, virtual realities and related interactive environments have been used in only a small number of research studies as a mean of presenting emotional stimuli. This article reports the first stage (focusing on participants' subjective responses) of a range of experimental investigations supporting the evaluation of emotional responses within a virtual environment, according to a three-dimensional (Valence, Arousal, and Dominance) model of affects, developed in the 1970s and 1980s. To populate this three-dimensional model with participants' emotional responses, an “affective VR,” capable o...

Research paper thumbnail of A Psychophysiological Evaluation of an Effective Recognition Technique Using Interactive Dynamic Virtual Environments

World Academy of Science, Engineering and Technology, International Journal of Computer and Information Engineering, 2017

Recording psychological and physiological correlates of human performance within virtual environm... more Recording psychological and physiological correlates of human performance within virtual environments and interpreting their impacts on human engagement, ‘immersion’ and related emotional or ‘effective’ states is both academically and technologically challenging. By exposing participants to an effective, real-time (game-like) virtual environment, designed and evaluated in an earlier study, a psychophysiological database containing the EEG, GSR and Heart Rate of 30 male and female gamers, exposed to 10 games, was constructed. Some 174 features were subsequently identified and extracted from a number of windows, with 28 different timing lengths (e.g. 2, 3, 5, etc. seconds). After reducing the number of features to 30, using a feature selection technique, K-Nearest Neighbour (KNN) and Support Vector Machine (SVM) methods were subsequently employed for the classification process. The classifiers categorised the psychophysiological database into four effective clusters (defined based on ...

Research paper thumbnail of Affective virtual environments : a psychophysiological HCI system concept

The recent “resurrection” of interest in Virtual Reality has stimulated interest in the quest for... more The recent “resurrection” of interest in Virtual Reality has stimulated interest in the quest for true “immersion” in computer-generated worlds. True immersion may only ever be achieved through advanced BCI systems, but, until that day arrives, it is important to understand how it may be possible to measure human engagement and emotions within virtual worlds using psychophysiological techniques. This study aims to design an affective computing system, capable of responding to human emotions, within virtual environments. Based on the development of a Valence/Arousal model, a controllable affective VR, capable of evoking multiple emotions, has been constructed. Multiple variations of the VR have been evaluated subjectively using over 68 participants. More objective, physiologically-based experiments have been executed, in which the EEG, GSR and heart rates of 45 participants have been recorded during exposure to the most powerful affective environments, identified in the earlier study...

Research paper thumbnail of Affective Recognition in Dynamic and Interactive Virtual Environments

The past decade has witnessed a significant increase in interest in human emotional behaviours in... more The past decade has witnessed a significant increase in interest in human emotional behaviours in the future of interactive multimodal computing. Although much consideration has been given to non-interactive affective stimuli (e.g., images and videos), the recognition of emotions within interactive virtual environments has not received an equal level of attention. In the present study, a psychophysiological database, cataloguing the EEG, GSR and heart rate of 30 participants, exposed to an affective virtual environment, has been constructed. 743 features were extracted from the physiological signals. Then, by employing a feature selection technique, the dimensionality of the feature space was reduced to a smaller subset, containing only 30 features. Four classification techniques (KNN, SVM, Discriminant Analysis (DA) and Classification Tree) were employed to classify the affective psychophysiological database into four Affective Clusters (derived from a Valence-Arousal space) and ei...

Research paper thumbnail of Affective Recognition for Multimedia Environments A Review

Detecting emotional responses in multimedia environments is an academically and technologically c... more Detecting emotional responses in multimedia environments is an academically and technologically challenging research issue. In the domain of Affective Computing, from non-interactive and static stimuli (e.g. affective image) to highly interactive and dynamic environments (affective virtual realities), researchers have employed a wide range of affective stimuli to measure and interpret human psychological and physiological emotional behaviours. Various psychophysiological parameters (e.g. Electroencephalography, Galvanic Skin Response, Heart Rate, etc.) have been employed and investigated, in order to detect and quantify human affective states. In this paper, we present a detailed literature review of over 33 affective computing studies, undertaken since 1993. All aspects of these studies (stimuli type, pre-processing, windowing, features, classification technique, etc.) have been reported in detail. We believe that this paper not only summarises the breadth of research over the past...

Research paper thumbnail of Influencing Human Affective Responses to Dynamic Virtual Environments

PRESENCE: Teleoperators and Virtual Environments, 2016

Detecting and measuring emotional responses while interacting with virtual reality (VR), and asse... more Detecting and measuring emotional responses while interacting with virtual reality (VR), and assessing and interpreting their impacts on human engagement and “immersion,” are both academically and technologically challenging. While many researchers have, in the past, focused on the affective evaluation of passive environments, such as listening to music or the observation of videos and imagery, virtual realities and related interactive environments have been used in only a small number of research studies as a mean of presenting emotional stimuli. This article reports the first stage (focusing on participants' subjective responses) of a range of experimental investigations supporting the evaluation of emotional responses within a virtual environment, according to a three-dimensional (Valence, Arousal, and Dominance) model of affects, developed in the 1970s and 1980s. To populate this three-dimensional model with participants' emotional responses, an “affective VR,” capable o...

Research paper thumbnail of A Psychophysiological Evaluation of an Effective Recognition Technique Using Interactive Dynamic Virtual Environments

World Academy of Science, Engineering and Technology, International Journal of Computer and Information Engineering, 2017

Recording psychological and physiological correlates of human performance within virtual environm... more Recording psychological and physiological correlates of human performance within virtual environments and interpreting their impacts on human engagement, ‘immersion’ and related emotional or ‘effective’ states is both academically and technologically challenging. By exposing participants to an effective, real-time (game-like) virtual environment, designed and evaluated in an earlier study, a psychophysiological database containing the EEG, GSR and Heart Rate of 30 male and female gamers, exposed to 10 games, was constructed. Some 174 features were subsequently identified and extracted from a number of windows, with 28 different timing lengths (e.g. 2, 3, 5, etc. seconds). After reducing the number of features to 30, using a feature selection technique, K-Nearest Neighbour (KNN) and Support Vector Machine (SVM) methods were subsequently employed for the classification process. The classifiers categorised the psychophysiological database into four effective clusters (defined based on ...

Research paper thumbnail of Affective virtual environments : a psychophysiological HCI system concept

The recent “resurrection” of interest in Virtual Reality has stimulated interest in the quest for... more The recent “resurrection” of interest in Virtual Reality has stimulated interest in the quest for true “immersion” in computer-generated worlds. True immersion may only ever be achieved through advanced BCI systems, but, until that day arrives, it is important to understand how it may be possible to measure human engagement and emotions within virtual worlds using psychophysiological techniques. This study aims to design an affective computing system, capable of responding to human emotions, within virtual environments. Based on the development of a Valence/Arousal model, a controllable affective VR, capable of evoking multiple emotions, has been constructed. Multiple variations of the VR have been evaluated subjectively using over 68 participants. More objective, physiologically-based experiments have been executed, in which the EEG, GSR and heart rates of 45 participants have been recorded during exposure to the most powerful affective environments, identified in the earlier study...

Research paper thumbnail of Affective Recognition in Dynamic and Interactive Virtual Environments

The past decade has witnessed a significant increase in interest in human emotional behaviours in... more The past decade has witnessed a significant increase in interest in human emotional behaviours in the future of interactive multimodal computing. Although much consideration has been given to non-interactive affective stimuli (e.g., images and videos), the recognition of emotions within interactive virtual environments has not received an equal level of attention. In the present study, a psychophysiological database, cataloguing the EEG, GSR and heart rate of 30 participants, exposed to an affective virtual environment, has been constructed. 743 features were extracted from the physiological signals. Then, by employing a feature selection technique, the dimensionality of the feature space was reduced to a smaller subset, containing only 30 features. Four classification techniques (KNN, SVM, Discriminant Analysis (DA) and Classification Tree) were employed to classify the affective psychophysiological database into four Affective Clusters (derived from a Valence-Arousal space) and ei...

Research paper thumbnail of Affective Recognition for Multimedia Environments A Review

Detecting emotional responses in multimedia environments is an academically and technologically c... more Detecting emotional responses in multimedia environments is an academically and technologically challenging research issue. In the domain of Affective Computing, from non-interactive and static stimuli (e.g. affective image) to highly interactive and dynamic environments (affective virtual realities), researchers have employed a wide range of affective stimuli to measure and interpret human psychological and physiological emotional behaviours. Various psychophysiological parameters (e.g. Electroencephalography, Galvanic Skin Response, Heart Rate, etc.) have been employed and investigated, in order to detect and quantify human affective states. In this paper, we present a detailed literature review of over 33 affective computing studies, undertaken since 1993. All aspects of these studies (stimuli type, pre-processing, windowing, features, classification technique, etc.) have been reported in detail. We believe that this paper not only summarises the breadth of research over the past...