ArticleBiomedical engineering letters2025
Facial electromyogram-based emotion recognition for virtual reality applications using machine learning classifiers trained on posed expressions.
Article in Biomedical engineering letters, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
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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.
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Who cites it
1 citing paper in PubMed.
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Recognition of human emotions holds great potential for various daily-life applications. With the increasing interest in virtual reality (VR) technologies, numerous studies have proposed new approaches to integrating emotion recognition into VR environments. However, despite recent advancements, camera-based emotion-recognition technology faces critical limitations due to the physical obstruction caused by head-mounted displays (HMDs). Facial electromyography (fEMG) offers a promising alternative for human emotion-recognition in VR environments, as electrodes can be readily embedded in the padding of commercial HMD devices. However, conventional fEMG-based emotion recognition approaches, although not yet developed for VR applications, require lengthy and tedious calibration sessions. These sessions typically involve collecting fEMG data during the presentation of audio-visual stimuli for eliciting specific emotions. We trained a machine learning classifier using fEMG data acquired while users intentionally made posed facial expressions. This approach simplifies the traditionally time-consuming calibration process, making it less burdensome for users. The proposed method was validated using 20 participants who made posed facial expressions for calibration and then watched emotion-evoking video clips for validation. The results demonstrated the effectiveness of our method in classifying high- and low-valence states, achieving a macro F1-score of 88.20%. This underscores the practicality and efficiency of the proposed method. To the best of our knowledge, this is the first study to successfully build an fEMG-based emotion-recognition model using posed facial expressions. This approach paves the way for developing user-friendly interface technologies in VR-immersive environments.
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