Mariano Alcaniz

Dr. Mariano Alcaniz

Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, 46022 València, Spain
orcid

Research Focus & Metrics

Academic Career Length

31Years (1996-Present)

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

Representative Publications

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1 February 2007 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
Fabrizia MantovaniFabrizia Mantovani
Fabrizia Mantovani
CCClaret Samantha Capideville
Claret Samantha Capideville
APAlessandra Preziosa
Alessandra Preziosa
Francesca MorgantiFrancesca Morganti
Francesca Morganti
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.

5 April 2004 in IEEE Transactions on Medical Imaging
Verified
Journal Article
Closed access
VGVicente Grau
Vicente Grau
AMA.U.J. Mewes
A.U.J. Mewes
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
RKR. Kikinis
R. Kikinis
SWS.K. Warfield
S.K. Warfield
The watershed transform has interesting properties that make it useful for many different image segmentation applications: it is simple and intuitive, can be parallelized, and always produces a complete division of the image. However, when applied to medical image analysis, it has important drawbacks (oversegmentation, sensitivity to noise, poor detection of thin or low signal to noise ratio structures). We present an improvement to the watershed transform that enables the introduction of prior information in its calculation. We propose to introduce this information via the use of a previous probability calculation. Furthermore, we introduce a method to combine the watershed transform and atlas registration, through the use of markers. We have applied our new algorithm to two challenging applications: knee cartilage and gray matter/white matter segmentation in MR images. Numerical validation of the results is provided, demonstrating the strength of the algorithm for medical image segmentation.

1 December 2004 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
RBRosa Mª Baños
Rosa Mª Baños
CBCristina Botella
Cristina Botella
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
VLV. Liaño
V. Liaño
BGB. Guerrero
B. Guerrero
BRBeatriz Rey
Beatriz Rey
The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have an impact on presence. However, immersion was more relevant for non-emotional environments than for emotional ones.

12 September 2018 in Scientific Reports
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Journal Article
Open access
PDF file
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.

1 March 2015 in Archives of Physical Medicine and Rehabilitation
Verified
Journal Article
Closed access
RLRoberto Llorens
Roberto Llorens
ESENRIQUE NOE SEBASTIAN
ENRIQUE NOE SEBASTIAN
CCCarolina Colomer
Carolina Colomer
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz

10 September 2020 in Sensors
Verified
Journal Article
Open access
PDF file
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.