Emotion recognition based on physiological signals for Virtual Reality applications

dc.audience.educationlevelPúblico en general/General publices_MX
dc.contributor.advisorFuentes Aguilar, Rita Quetziquel
dc.contributor.authorOceguera Cuevas, Daniela
dc.contributor.catalogerpuemcuervoes_MX
dc.contributor.committeememberAntelis Ortíz, Javier Mauricio
dc.contributor.committeememberFernández Cervantes, Victor
dc.contributor.departmentSchool of Engineering and Scienceses_MX
dc.contributor.institutionCampus Monterreyes_MX
dc.contributor.mentorHernández Melgarejo, Gustavo
dc.creatorFUENTES AGUILAR, RITA QUETZIQUEL; 229297
dc.date.accepted2022-06-13
dc.date.accessioned2023-06-27T15:20:00Z
dc.date.available2023-06-27T15:20:00Z
dc.date.issued2022-06-13
dc.descriptionhttps://orcid.org/0000-0003-2559-539Xes_MX
dc.description.abstractVirtual Reality (VR) Systems have been used in the last years with an increasing frequency because they can be implemented for multiple applications in various fields. Some of these include aerospace, military, psychology, education, and entertainment. A way to increase the sense of presence is to induce emotions through the VE, and since one of the main purposes of VR Systems is to evoke the same emotions as a real experience would, the induction of emotions and emotion recognition could be used to enhance the experience. The emotion of a user can be recognized through the analysis and processing of physiological signals such as Electrocardiogram (ECG) and Electrodermal Activity (EDA) signals. However, very few systems that present online feedback regarding the subject’s emotional state and the possibility of adapting the VE during user experience have been developed. This thesis proposes the development of a Virtual Reality video game that can be dynamically modified according to the physiological signals of a user to regulate his emotional state. The first experiment served for the creation of a database. Previous studies have shown that specific features from these signals, can be used to develop algorithms capable of classifying the emotional states of the subjects into multiple classes or the two emotional dimensions: valence and arousal. Thus, this experiment helped to develop an appropriate Virtual Reality video game for stress induction, a signal acquisition, and conditioning system, a signal processing model and to extract time-domain signal features offline. A statistical analysis was performed to find significant differences between game stages and machine learning algorithms were trained and tested to perform classification offline. A second experiment was performed for the Proof of Concept Validation. For this, a model was created to extract features online and the classification algorithms were re-fitted with the online extracted features. Additionally, to facilitate a completely online process, the signal processing and feature extraction models were embedded on an STM32F446 Nucleo board, a strategy was implemented to dynamically modify the VE of the Virtual Reality video game according to the detected class, and the complete system was tested.es_MX
dc.description.degreeMaster of Science in Engineeringes_MX
dc.format.mediumTextoes_MX
dc.identificator7||33||3304||120304es_MX
dc.identifier.citationOceguera Cuevas, D. (2022). Emotion recognition based on physiological signals for Virtual Reality applications [Unpublished master's thesis]. Instituto Tecnológico de Estudios Superiores de Monterrey. Recuperado de: https://hdl.handle.net/11285/650941es_MX
dc.identifier.cvu1078297es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-9064-5448es_MX
dc.identifier.urihttps://hdl.handle.net/11285/650941
dc.language.isoenges_MX
dc.publisherInstituto Tecnológico y de Estudios Superiores de Monterreyes_MX
dc.relation.isFormatOfacceptedVersiones_MX
dc.relation.isreferencedbyREPOSITORIO NACIONAL CONACYT
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0es_MX
dc.subject.classificationINGENIERÍA Y TECNOLOGÍA::CIENCIAS TECNOLÓGICAS::TECNOLOGÍA DE LOS ORDENADORES::INTELIGENCIA ARTIFICIALes_MX
dc.subject.keywordVirtual Realityes_MX
dc.subject.keywordStresses_MX
dc.subject.keywordPhysiological Signalses_MX
dc.subject.keywordDynamic Modificationes_MX
dc.subject.keywordMachine Learninges_MX
dc.subject.lcshSciencees_MX
dc.titleEmotion recognition based on physiological signals for Virtual Reality applicationses_MX
dc.typeTesis de maestría

Files

Original bundle

Now showing 1 - 4 of 4
Loading...
Thumbnail Image
Name:
Tesis Daniela Oceguera Cuevas 1.pdf
Size:
10.07 MB
Format:
Adobe Portable Document Format
Description:
Loading...
Thumbnail Image
Name:
CartaAutorizacionTesis-CON_Oceguera.pdf
Size:
76.03 KB
Format:
Adobe Portable Document Format
Description:
Declaración de Acuerdo para Uso de Obra
Loading...
Thumbnail Image
Name:
Autoria Daniela Oceguera Cuevas.pdf
Size:
24.48 KB
Format:
Adobe Portable Document Format
Description:
Loading...
Thumbnail Image
Name:
Firmas Daniela Oceguera Cuevas.pdf
Size:
326.75 KB
Format:
Adobe Portable Document Format
Description:

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.3 KB
Format:
Item-specific license agreed upon to submission
Description:
logo

El usuario tiene la obligación de utilizar los servicios y contenidos proporcionados por la Universidad, en particular, los impresos y recursos electrónicos, de conformidad con la legislación vigente y los principios de buena fe y en general usos aceptados, sin contravenir con su realización el orden público, especialmente, en el caso en que, para el adecuado desempeño de su actividad, necesita reproducir, distribuir, comunicar y/o poner a disposición, fragmentos de obras impresas o susceptibles de estar en formato analógico o digital, ya sea en soporte papel o electrónico. Ley 23/2006, de 7 de julio, por la que se modifica el texto revisado de la Ley de Propiedad Intelectual, aprobado

DSpace software copyright © 2002-2026

Licencia