Audiovirtual Reality to induce anger and happiness emotions: A physiological response (EEG, GSR, BVP and TMP) database

Published: 14 April 2023| Version 3 | DOI: 10.17632/y76vbw92y9.3
Sharon Ramirez-Lechuga, Luz Maria Alonso-Valerdi, David I Ibarra-Zarate


Tecnologico de Monterrey School of Engineering and Sciences Neuroengineering and Neuroacoustics Research Group Context: Emotions play an important role in people's daily lives, thus emotional regulation is crucial in human development, as it determines our behaviors and decisions, as well as our physiological responses. Through two different virtual environments with a speech performed by a digital human, we expect to elicit emotions with different valence (happiness and anger). The virtual scenarios used to elicit the emotion of happiness and anger were a natural outdoor forest environment and a subway car, respectively. Objective: To obtain the physiological reaction (the electrical activity of the brain, galvanic skin response, blood volume pulse and temperature) and psychometric response (Emotion Regulation Questionnaire, Self Assessment Scale questionnaire and questionnaires related to the participant's perception of the digital human such as identifying the specific Emotion Facial Action Coding System, as well as a Likert scale about the familiarity, friendliness, attractiveness, and alikeness of the digital human) of 20 subjects elicited by an emotional speech of a digital human into two different virtual environments , where two emotions with opposite valence were aimed to induced: anger and happiness. Limitations: Due to external artifacts physiological data of 9 participants was discarded. Technical information: The wearable EEG headset Unicorn Hybrid Black was used for the recording of the brain activity at 250 Hz. In addition, the E4 wristband was used for the recording of the Autonomous Nervous System responses: - Galvanic skin response was recorded at 4Hz. - Blood volume pulse was recorded at 64 Hz. - Temperature was recorded at 4Hz.


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Design, Setting, Participants: Participants were students coming from Tecnologico de Monterrey, Campus Estado de Mexico since the tests were performed within this campus. The database provides EEG, GSR, BVP, and TMP recordings of 28 participants, however, some of these recordings were omitted due to recording errors. Interventions: The recordings of the physiological responses were divided into two sections: (1) The baseline state of the subject before entering the environment where the digital human was located, the recordings of this state were obtained while the participant was in a dark virtual environment with a white cross in the center which he/she had to see at all times. (2) The state of the subject while listening to the speech and observing the digital human. The emotional regulation questionnaire (ERQ) was answered by the participants before entering the virtual environments, unlike the other questionnaires that were implemented in virtual reality for the participant to answer at the end of the digital human's speech. The EEG data is available as .set; the Matlab package, EEGlab, can open the format. The GSR, BVP and TMP data is available as CSV format.


Instituto Tecnologico y de Estudios Superiores de Monterrey


Virtual Reality, Electroencephalography