78% of the emotional states were believed to be
correct by the subjects. If classification is simplified
to quadrant determination, this value reaches 87%,
which supports the conclusion of an effective
emotional assessment process. It is worth to mention
the on-the-fly classification procedure that nearly
suppresses the need to long baseline data gathering
and user identification as this baseline evaluation is
performed by the user at any given time and can be
adjusted. Also, the dynamic scaling was found to be
useful, in order to correctly accommodate outsized
signal deviations without precision loss.
In what regards the aeronautical simulation,
users confirmed their immersion sensation, by both
self-awareness and biological recorded response. It
is believed that the usage of 3D glasses as display
device played a particularly important role in
creating the appropriate environment.
The results seem to suggest that a significant
mitigation of the symptoms of pterygophobia was
achieved among the subjects that referred at least
some level of fear of flying.
In spite of the project’s overall success, several
improvement opportunities have been identified,
such as the inclusion of additional biometric
channels, such as ECG, BVP and EEG. This signals
integration would be fairly transparent as the current
data fusion process and emotional base model
support that kind of enhancement. Regarding the
aeronautical simulator, it would be interesting to
define and test more scenarios with fully automated
and dynamically configured take-off and landing.
As a final project summary, one shall point the
fact that the proposed system has a dual application
as a complete entertainment system with user
emotional awareness that continuously adapt the
multimedia content accordingly to user’s states and a
solemn approach as a phobia treatment auxiliary.
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DYNAMIC MULTIMEDIA ENVIRONMENT BASED ON REALTIME USER EMOTION ASSESSMENT - Biometric
User Data towards Affective Immersive Environments
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