Javier Marín-Morales

Dr. Javier Marín-Morales

Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politécnica de Valencia
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Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 September 2018 in Scientific Reports
Verified
Journal Article
Open access
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JMJavier Marín-Morales
Javier Marín-Morales
JHJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
Alberto GrecoAlberto Greco
Alberto Greco
JGJaime Guixeres
Jaime Guixeres
CLCarmen Llinares
Carmen Llinares
GVGaetano Valenza
Gaetano Valenza
Affective Computing has emerged as an important field of study that aims to develop systems that can automatically recognize emotions. Up to the present, elicitation has been carried out with non-immersive stimuli. This study, on the other hand, aims to develop an emotion recognition system for affective states evoked through Immersive Virtual Environments. Four alternative virtual rooms were designed to elicit four possible arousal-valence combinations, as described in each quadrant of the Circumplex Model of Affects. An experiment involving the recording of the electroencephalography (EEG) and electrocardiography (ECG) of sixty participants was carried out. A set of features was extracted from these signals using various state-of-the-art metrics that quantify brain and cardiovascular linear and nonlinear dynamics, which were input into a Support Vector Machine classifier to predict the subject’s arousal and valence perception. The model’s accuracy was 75.00% along the arousal dimension and 71.21% along the valence dimension. Our findings validate the use of Immersive Virtual Environments to elicit and automatically recognize different emotional states from neural and cardiac dynamics; this development could have novel applications in fields as diverse as Architecture, Health, Education and Videogames.

10 September 2020 in Sensors
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Journal Article
Open access
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JMJavier Marín-Morales
Javier Marín-Morales
CLCarmen Llinares
Carmen Llinares
JGJaime Guixeres
Jaime Guixeres
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. However, immersive virtual reality, which allows researchers to simulate environments in controlled laboratory conditions with high levels of sense of presence and interactivity, is becoming more popular in emotion research. Moreover, its synergy with implicit measurements and machine-learning techniques has the potential to impact transversely in many research areas, opening new opportunities for the scientific community. This paper presents a systematic review of the emotion recognition research undertaken with physiological and behavioural measures using head-mounted displays as elicitation devices. The results highlight the evolution of the field, give a clear perspective using aggregated analysis, reveal the current open issues and provide guidelines for future research.

15 October 2019 in PLOS ONE
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Journal Article
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JMJavier Marín-Morales
Javier Marín-Morales
Juan Luis Higuera-TrujilloJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
Alberto GrecoAlberto Greco
Alberto Greco
JGJaime Guixeres
Jaime Guixeres
CLCarmen Llinares
Carmen Llinares
GVGaetano Valenza
Gaetano Valenza
Virtual reality is a powerful tool in human behaviour research. However, few studies compare its capacity to evoke the same emotional responses as in real scenarios. This study investigates psycho-physiological patterns evoked during the free exploration of an art museum and the museum virtualized through a 3D immersive virtual environment (IVE). An exploratory study involving 60 participants was performed, recording electroencephalographic and electrocardiographic signals using wearable devices. The real vs. virtual psychological comparison was performed using self-assessment emotional response tests, whereas the physiological comparison was performed through Support Vector Machine algorithms, endowed with an effective feature selection procedure for a set of state-of-the-art metrics quantifying cardiovascular and brain linear and nonlinear dynamics. We included an initial calibration phase, using standardized 2D and 360° emotional stimuli, to increase the accuracy of the model. The self-assessments of the physical and virtual museum support the use of IVEs in emotion research. The 2-class (high/low) system accuracy was 71.52% and 77.08% along the arousal and valence dimension, respectively, in the physical museum, and 75.00% and 71.08% in the virtual museum. The previously presented 360° stimuli contributed to increasing the accuracy in the virtual museum. Also, the real vs. virtual classifier accuracy was 95.27%, using only EEG mean phase coherency features, which demonstrates the high involvement of brain synchronization in emotional virtual reality processes. These findings provide an important contribution at a methodological level and to scientific knowledge, which will effectively guide future emotion elicitation and recognition systems using virtual reality.

26 April 2020 in Journal of Clinical Medicine
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Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
JMJavier Marín-Morales
Javier Marín-Morales
MMMaria Eleonora Minissi
Maria Eleonora Minissi
GGGonzalo Teruel Garcia
Gonzalo Teruel Garcia
LALuis Abad
Luis Abad
IGIrene Alice Chicchi Giglioli
Irene Alice Chicchi Giglioli
Autism spectrum disorder (ASD) is mostly diagnosed according to behavioral symptoms in sensory, social, and motor domains. Improper motor functioning, during diagnosis, involves the qualitative evaluation of stereotyped and repetitive behaviors, while quantitative methods that classify body movements’ frequencies of children with ASD are less addressed. Recent advances in neuroscience, technology, and data analysis techniques are improving the quantitative and ecological validity methods to measure specific functioning in ASD children. On one side, cutting-edge technologies, such as cameras, sensors, and virtual reality can accurately detect and classify behavioral biomarkers, as body movements in real-life simulations. On the other, machine-learning techniques are showing the potential for identifying and classifying patients’ subgroups. Starting from these premises, three real-simulated imitation tasks have been implemented in a virtual reality system whose aim is to investigate if machine-learning methods on movement features and frequency could be useful in discriminating ASD children from children with typical neurodevelopment. In this experiment, 24 children with ASD and 25 children with typical neurodevelopment participated in a multimodal virtual reality experience, and changes in their body movements were tracked by a depth sensor camera during the presentation of visual, auditive, and olfactive stimuli. The main results showed that ASD children presented larger body movements than TD children, and that head, trunk, and feet represent the maximum classification with an accuracy of 82.98%. Regarding stimuli, visual condition showed the highest accuracy (89.36%), followed by the visual-auditive stimuli (74.47%), and visual-auditive-olfactory stimuli (70.21%). Finally, the head showed the most consistent performance along with the stimuli, from 80.85% in visual to 89.36% in visual-auditive-olfactory condition. The findings showed the feasibility of applying machine learning and virtual reality to identify body movements’ biomarkers that could contribute to improving ASD diagnosis.

18 January 2024 in Expert Systems with Applications
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Journal Article
Open access
Jose Llanes-JuradoJose Llanes-Jurado
Jose Llanes-Jurado
LGLucía Gómez-Zaragozá
Lucía Gómez-Zaragozá
MMMaria Eleonora Minissi
Maria Eleonora Minissi
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
JMJavier Marín-Morales
Javier Marín-Morales

1 September 2020 in Sensors
Verified
Journal Article
Open access
PDF file
Jose Llanes-JuradoJose Llanes-Jurado
Jose Llanes-Jurado
JMJavier Marín-Morales
Javier Marín-Morales
JGJaime Guixeres
Jaime Guixeres
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
Fixation identification is an essential task in the extraction of relevant information from gaze patterns; various algorithms are used in the identification process. However, the thresholds used in the algorithms greatly affect their sensitivity. Moreover, the application of these algorithm to eye-tracking technologies integrated into head-mounted displays, where the subject’s head position is unrestricted, is still an open issue. Therefore, the adaptation of eye-tracking algorithms and their thresholds to immersive virtual reality frameworks needs to be validated. This study presents the development of a dispersion-threshold identification algorithm applied to data obtained from an eye-tracking system integrated into a head-mounted display. Rules-based criteria are proposed to calibrate the thresholds of the algorithm through different features, such as number of fixations and the percentage of points which belong to a fixation. The results show that distance-dispersion thresholds between 1–1.6° and time windows between 0.25–0.4 s are the acceptable range parameters, with 1° and 0.25 s being the optimum. The work presents a calibrated algorithm to be applied in future experiments with eye-tracking integrated into head-mounted displays and guidelines for calibrating fixation identification algorithms