Virtual reality (VR) systems are widely utilized across diverse scenarios, offering immersive experiences to users. Consequently, the ability to estimate user’s emotions via a VR headset is useful during a VR experience. To estimate positive and negative emotions, several systems with facial electromyography (fEMG) sensors embedded in VR headset cushions have been developed. However, these systems are constrained by limited headset compatibility, alongside challenges in aligning with the muscle positions of individual faces. In this study, we confirm that both the developed wearable device, designed to operate independently of VR headsets, and consumer VR headsets can be used, and that fEMG signals can be measured during the VR experience with the human metrics explorer (HuME)™ system. HuME facilitates easy integration, measurement, and synchronous analysis of multiple types of device data. We conducted both a basic performance experiment to assess the compatibility of the developed fEMG device with consumer headsets, and an application experiment to measure fEMG during VR experiences using the device and HuME system. Consequently, both the fEMG device and VR headsets could be mounted without interference, with similar fEMG signals observed with and without headsets. Notably, the fEMG device successfully captured changes in the fEMG signals corresponding to scene changes during VR experiences. In conclusion, our study confirmed that both the developed wearable device and consumer VR headsets can be used, and that fEMG can be measured during the VR experience via the HuME system.

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Application of Wearable Facial Electromyography Device with Human Metrics Explorer System in Virtual Reality Experiences

  • Koichi Murata,
  • Akane Kitagawa,
  • Kotaro Ryu,
  • Masafumi Furuta

摘要

Virtual reality (VR) systems are widely utilized across diverse scenarios, offering immersive experiences to users. Consequently, the ability to estimate user’s emotions via a VR headset is useful during a VR experience. To estimate positive and negative emotions, several systems with facial electromyography (fEMG) sensors embedded in VR headset cushions have been developed. However, these systems are constrained by limited headset compatibility, alongside challenges in aligning with the muscle positions of individual faces. In this study, we confirm that both the developed wearable device, designed to operate independently of VR headsets, and consumer VR headsets can be used, and that fEMG signals can be measured during the VR experience with the human metrics explorer (HuME)™ system. HuME facilitates easy integration, measurement, and synchronous analysis of multiple types of device data. We conducted both a basic performance experiment to assess the compatibility of the developed fEMG device with consumer headsets, and an application experiment to measure fEMG during VR experiences using the device and HuME system. Consequently, both the fEMG device and VR headsets could be mounted without interference, with similar fEMG signals observed with and without headsets. Notably, the fEMG device successfully captured changes in the fEMG signals corresponding to scene changes during VR experiences. In conclusion, our study confirmed that both the developed wearable device and consumer VR headsets can be used, and that fEMG can be measured during the VR experience via the HuME system.