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With the advancements in social robotics and virtual avatars, it becomes increasingly important that these agents adapt their behavior to the mood, feelings and personality of their users. One such aspect of the user is empathy. Whereas many studies measure empathy through offline measures that are collected after empathic stimulation (e.g. post-hoc questionnaires), the current study aimed to measure empathy online, using brain activity collected during the experience. Participants watched an affective 360 video of a child experiencing domestic violence in a virtual reality headset while their EEG signals were recorded. Results showed a significant attenuation of alpha, theta and delta asymmetry in the frontal and central areas of the brain. Moreover, a significant relationship between participants empathy scores and their frontal alpha asymmetry at baseline was found. These results demonstrate specific brain activity alterations when participants are exposed to an affective virtual reality environment, with the level of empathy as a personality trait being visible in brain activity during a baseline measurement. These findings suggest the potential of EEG measurements for development of passive brain-computer interfaces that assess the users affective responses in real-time and consequently adapt the behavior of socially intelligent agents for a personalized interaction.
Human affects are complex paradox and an active research domain in affective computing. Affects are traditionally determined through a self-report based psychometric questionnaire or through facial expression recognition. However, few state-of-the-ar
Critical task and cognition-based environments, such as in military and defense operations, aviation user-technology interaction evaluation on UI, understanding intuitiveness of a hardware model or software toolkit, etc. require an assessment of how
Flow-like experiences at work are important for productivity and worker well-being. However, it is difficult to objectively detect when workers are experiencing flow in their work. In this paper, we investigate how to predict a workers focus state ba
We describe the experimental procedures for a dataset that we have made publicly available at https://doi.org/10.5281/zenodo.2649006 in mat and csv formats. This dataset contains electroencephalographic (EEG) recordings of 25 subjects testing the Bra
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we r