Evidence map›Paper›PMID 34401391›Full record

ArticleInternet interventions2021

Virtual reality facial emotion recognition in social environments: An eye-tracking study.

C N W Geraets, S Klein Tuente, B P Lestestuiver, M van Beilen, S A Nijman, J B C Marsman, W Veling

Abstract read
In one paragraph

Article in Internet interventions, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 papers.

0numbers the graph read from it
0cells of the map it votes in
19citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

19 citing papers in PubMed.

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  13. I see you, you see me: the impact of social presence on social interaction processes in autistic and non-autistic people.Philosophical transactions of the Royal Society of London. Series B, Biological sciences · 2023
    Review
  14. Article
  15. Virtual Reality for Vision Science.Current topics in behavioral neurosciences · 2023
    Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

C N W GeraetsDepartment of Psychiatry, University of Groningen, University Medical Center Groningen, Groningen, the Netherlands.
S Klein TuenteDepartment of Psychiatry, University of Groningen, University Medical Center Groningen, Groningen, the Netherlands.
B P LestestuiverDepartment of Psychiatry, University of Groningen, University Medical Center Groningen, Groningen, the Netherlands.
M van BeilenDepartment of Psychiatry, University of Groningen, University Medical Center Groningen, Groningen, the Netherlands.
S A NijmanDepartment of Psychiatry, University of Groningen, University Medical Center Groningen, Groningen, the Netherlands.
J B C MarsmanCognitive Neuroscience Center, Department of Biomedical Sciences of Cells, University of Groningen, University Medical Center Groningen, Groningen, the Netherlands.
W VelingDepartment of Psychiatry, University of Groningen, University Medical Center Groningen, Groningen, the Netherlands.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVirtual reality (VR) enables the administration of realistic and dynamic stimuli within a social context for the assessment and training of emotion recognition. We tested a novel VR emotion recognition task by comparing emotion recognition across a VR, video and photo task, investigating covariates of recognition and exploring visual attention in VR.

methodsHealthy individuals (n = 100) completed three emotion recognition tasks; a photo, video and VR task. During the VR task, emotions of virtual characters (avatars) in a VR street environment were rated, and eye-tracking was recorded in VR.

resultsRecognition accuracy in VR (overall 75%) was comparable to the photo and video task. However, there were some differences; disgust and happiness had lower accuracy rates in VR, and better accuracy was achieved for surprise and anger in VR compared to the video task. Participants spent more time identifying disgust, fear and sadness than surprise and happiness. In general, attention was directed longer to the eye and nose areas than the mouth. DISCUSSION: Immersive VR tasks can be used for training and assessment of emotion recognition. VR enables easily controllable avatars within environments relevant for daily life. Validated emotional expressions and tasks will be of relevance for clinical applications.

Indexed as

AffectAvatarsEmotionEmotion recognitionEye-trackingVirtual reality

Identifiers

PMID34401391
PMCPMC8350588

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.