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On the link between emotion, attention and content in virtual immersive environments

Abstract

While immersive media have been shown to generate more intense emotions, saliency information has been shown to be a key component for the assessment of their quality, owing to the various portions of the sphere (viewports) a user can attend. In this article, we investigate the tri-partite connection between user attention, user emotion and visual content in immersive environments. To do so, we present a new dataset enabling the analysis of different types of saliency, both lowlevel and high-level, in connection with the user's state in 360 • videos. Head and gaze movements are recorded along with self-reports and continuous physiological measurements of emotions. We then study how the accuracy of saliency estimators in predicting user attention depends on user-reported and physiologically-sensed emotional perceptions. Our results show that high-level saliency better predicts user attention for higher levels of arousal. We discuss how this work serves as a first step to understand and predict user attention and intents in immersive interactive environments.
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Dates and versions

hal-03825059 , version 1 (21-10-2022)

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Quentin Guimard, Florent Robert, Camille Bauce, Aldric Ducreux, Lucile Sassatelli, et al.. On the link between emotion, attention and content in virtual immersive environments. ICIP 2022 - IEEE International Conference on Image Processing, Oct 2022, Bordeaux, France. ⟨10.1109/ICIP46576.2022.9897903⟩. ⟨hal-03825059⟩
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