physiological response to a stimulus appears first, and
then the change is recognized and a specific emotion
is generated, has been proposed and is supported
positively (William, 1890, Stanley et al., 1962). In
addition, it has been shown that even a pseudo-
stimulus can affect emotions if the stimulus is
presented as if it were a change in one’s own bodily
response and is perceived as one’s own bodily
response (Stuart, 1966).
In this paper, we examined how visual and tactile
beating around a smartphone affected emotions of
video viewers using the proposed device. In the
verification experiment, we targeted emotions of fear
and tension, which are closely related to the
physiological and psychological responses to the
pulse, and which we believe are likely to respond as
negative emotions. We hypothesized that the
emotions would be amplified when viewers perceived
pseudo-beats linked to a scene while watching a
video. We recorded the viewers’ subjective
evaluation of the emotional changes and their blood
volume pulses (BVPs) as evaluation metrics.
The contributions of this paper are as follows:
The presentation of pseudo-beats has an effect on
pulse waves of a viewer. the heart rate of viewers
who feel the pseudo-beats as their own heartbeats
increases.
The presentation of the pseudo-beats increases the
emotional arousal of a calm scene in a video.
2 RELATED WORK
This section introduces some research studies on
influencing users’ emotions by using changes in
pseudo-physiological responses.
Sakurai et al. developed “Communious Mouse”
that rewrites user’s perception of his/her skin
temperature and pulse in his/her palm by representing
false-bodily temperature and pulse beat in accordance
with emotions, which are included in remarks pointed
by the mouse cursor, in order to evoke his/her
emotion (Sakurai et al., 2016). The mouse exhibited
to over 150 people and it revealed that the mouse was
able to help users to experience others’ emotions.
However, the score for “happiness” was lower than
the valuations for other emotions. They reported that
it seemed to be difficult to evoke “Happiness” only
because of the physiological comfort.
Ueoka et al. developed an Emotion Hacking VR
(EH-VR) that hacks one’s heartbeat and controls it to
accelerate scary VR experience by detecting user’s
heart rate in real time and calculates false heart rate,
which is faster than the one observed. (Ueoka et al.,
2016). The system edited a heartbeat sound as a
sampling sound of a cycle of heartbeat for giving
vibrotactile feedback.
Mikami et al. proposed a system to enhance
listener’s music experience by improving his/her
immersive feelings toward the music by inscribing
rhythm with his/her fingertip using electric muscle
stimulator (Mikami et al., 2018). The results of their
experiment showed that, although the system
increased immersion in the music experience for
some listeners, it decreased immersion for others
because of differences in rhythmic timing and
matching to the music due to differences in music
preference and musical experience.
Fukushima et al. focused on piloerection which
was a kind of involuntary emotional reaction and
constructed a device that controlled the piloerection
on listener’s forearm by electrostatic force in order to
enrich the quality of experiment (Fukushima et al.,
2011). Their experiments showed that the device
increased the value of surprise in the subjective
evaluation and the duration of surprise in the skin
conductance values.
The differences between the device proposed in
this paper and the ones introduced here are that the
proposed device is simpler, easier for users to handle,
and more familiar to users because it targets emotions
in video viewing with smartphones.
3 PSEUDO-BEAT
PRESENTATION DEVICE
We installed a device around a smartphone that
makes the smartphone appear to beat as a pseudo-
heart in order to make a viewer feel as if his/her own
heartbeats are changing in accordance with scenes in
a video. In this section, we describe the
implementation of the device in detail.
3.1 Design
Since the average normal pulse rate of a person over
the age of 10 is between 60 bpm and 100 bpm
(American Heart Association website, 2021), our
system also sets five pulse rate levels: 60 bpm, 67
bpm, 75 bpm, 85 bpm, and 100 bpm.
In this study, we use Lang et al.’s two-
dimensional emotion model (Lang, 1995), which
consists of emotion valence and arousal, to handle
emotions quantitatively. Emotional valence
represents the positive and negative aspects of an
emotion. On the other hand, the arousal level repre-