Facial electromyogram-based emotion recognition for virtual reality applications using machine learning classifiers trained on posed expressions
- Authors
- Kim, Jung-Hwan; Cha, Ho-Seung; Im, Chang-Hwan
- Issue Date
- Jul-2025
- Publisher
- 대한의용생체공학회
- Keywords
- Emotion recognition; Machine learning; Riemannian manifold; Virtual reality; Facial electromyogram
- Citation
- Biomedical Engineering Letters (BMEL), v.15, no.4, pp 773 - 783
- Pages
- 11
- Indexed
- SCIE
SCOPUS
KCI
- Journal Title
- Biomedical Engineering Letters (BMEL)
- Volume
- 15
- Number
- 4
- Start Page
- 773
- End Page
- 783
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/213253
- DOI
- 10.1007/s13534-025-00477-5
- ISSN
- 2093-9868
2093-985X
- 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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