6 research outputs found

    Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors

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    [EN] Affective Computing has emerged as an important field of study that aims to develop systems that can automatically recognize emotions. Up to the present, elicitation has been carried out with nonimmersive stimuli. This study, on the other hand, aims to develop an emotion recognition system for affective states evoked through Immersive Virtual Environments. Four alternative virtual rooms were designed to elicit four possible arousal-valence combinations, as described in each quadrant of the Circumplex Model of Affects. An experiment involving the recording of the electroencephalography (EEG) and electrocardiography (ECG) of sixty participants was carried out. A set of features was extracted from these signals using various state-of-the-art metrics that quantify brain and cardiovascular linear and nonlinear dynamics, which were input into a Support Vector Machine classifier to predict the subject's arousal and valence perception. The model's accuracy was 75.00% along the arousal dimension and 71.21% along the valence dimension. Our findings validate the use of Immersive Virtual Environments to elicit and automatically recognize different emotional states from neural and cardiac dynamics; this development could have novel applications in fields as diverse as Architecture, Health, Education and Videogames.This work was supported by the Ministerio de Economia y Competitividad. Spain (Project TIN2013-45736-R).MarĂ­n-Morales, J.; Higuera-Trujillo, JL.; Greco, A.; Guixeres Provinciale, J.; Llinares MillĂĄn, MDC.; Scilingo, EP.; Alcañiz Raya, ML.... (2018). Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors. Scientific Reports. 8:1-15. https://doi.org/10.1038/s41598-018-32063-4S1158Picard, R. W. Affective computing. (MIT press, 1997).Picard, R. W. Affective Computing: Challenges. Int. J. Hum. Comput. 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    Soil recovery after removal of the N2-fixing invasive Acacia longifolia : consequences for ecosystem restoration

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    Abstract Invasion by Acacia longifolia alters soil characteristics and processes. The present study was conducted to determine if the changes in soil C and N pools and processes induced by A. longifolia persist after its removal, at the São Jacinto Dunes Nature Reserve (Portugal). Some areas had been invaded for a long time (>20 years) and others more recently (30%, ß-glucosaminidase activity (N mineralization index) >60% and potential nitrification >95%. Removal of plants and litter resulted in a >35% decrease in C and N content after four and half years. In recently invaded areas, ß-glucosaminidase activity and potential nitrification showed a marked decrease (>54% and >95%, respectively) after removal of both A. longifolia and litter. Our results suggest that after removal of an N2-fixing invasive tree that changes ecosystem-level processes, it takes several years before soil nutrients and processes return to pre-invasion levels, but this legacy slowly diminish, suggesting that the susceptibility of native areas to (re)invasion is a function of the time elapsed since removal. Removal of the N-rich litter layer facilitates ecosystem recovery

    Virtual Reality for Anxiety Disorders: Rethinking a Field in Expansion

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    The principal aim to this chapter is to present the latest ideas in virtual reality (VR), some of which have already been applied to the field of anxiety disorders, and others are still pending to be materialized. More than 20 years ago, VR emerged as an exposure tool in order to provide patients and therapists with more appealing ways of delivering a technique that was undoubtedly effective but also rejected and thus underused. Throughout these years, many improvements were achieved. The first section of the chapter describes those improvements, both considering the research progresses and the applications in the real world. In a second part, our main interest is to expand the discussion of the new applications of VR beyond its already known role as an exposure tool. In particular, VR is enabling the materialization of numerous ideas that were previously confined to a merely philosophical discussion in the field of cognitive sciences. That is, VR has the enormous potential of providing feasible ways to explore nonclassical ways of cognition, such as embodied and situated information processing. Despite the fact that many of these developments are not fully developed, and not specifically designed for anxiety disorders, we want to introduce these new ideas in a context in which VR is experiencing an enormous transformation
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