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Journal of Graphics ›› 2025, Vol. 46 ›› Issue (4): 775-782.DOI: 10.11996/JG.j.2095-302X.2025040775

• Computer Graphics and Virtual Reality • Previous Articles     Next Articles

A virtual reality experience for artistic re-creation based on emotion capture

ZHANG Yufei(), DING Ding, LI Zhuying   

  1. School of Computer Science and Engineering, Southeast University, Nanjing Jiangsu 211189, China
  • Received:2024-10-05 Revised:2025-01-16 Online:2025-08-30 Published:2025-08-11
  • Contact: DING Ding
  • About author:First author contact:

    ZHANG Yufei (2002-), master student. Her main research interests cover virtual reality and human-computer interaction. E-mail:220242397@seu.edu.cn

  • Supported by:
    China Association of Higher Education’s Higher Education Scientific Research Planning Subjects(23MY0201)

Abstract:

With the vigorous growth of the virtual reality (VR) industry and the rising aesthetic demands among the public, the presentation of artistic works has become a key area of study for VR applications. Immersive art based on VR technology is popular for its ability to provide audiences with a multi-sensory, all-encompassing experience, including visual and auditory stimuli. However, existing applications at this stage were confronted with issues such as monolithic experience, limited interaction with the environment, and an insufficient sense of immersion. In view of the above problems, an emotion-capture-based art re-generation experience system in a virtual reality environment was designed and developed, using technologies such as facial recognition to capture emotions and enable interaction between users and artworks. Users’ feelings were fed back to the artwork by interacting with it, thereby enriching and personalizing the experience of the artwork and further regulating the emotions of the experiencer. In addition, an empirical study was conducted to evaluate the system usability, immersion, functionality, and their own emotions using questionnaires, and the results of the experiment showed that users were satisfied with the system, and demonstrated that users’ emotional states were improved to a certain extent.

Key words: virtual reality, human-computer interaction, emotion detection, artistic reinvention, emotion regulation

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