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dc.contributor.authorKuang, Zheyuan
dc.date.accessioned2026-06-15T03:13:49Z
dc.date.available2026-06-15T03:13:49Z
dc.date.issued2026en_AU
dc.identifier.urihttps://hdl.handle.net/2123/35413
dc.description.abstractVirtual Reality (VR) has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, this thesis advances a validated VR emotion-elicitation dataset through two extensions. First, we add a new high-arousal, high-valence scene and validate its effectiveness in a within-subject study (N=24). Second, we create interactive and non-interactive versions of each scene to examine the impact of interaction on emotional responses. We evaluate interaction using subjective ratings and physiological signals. Our evaluation study (N=84) shows that interaction not only amplifies emotions but also modulates them in context, supporting coping in negative scenes and enhancing enjoyment in positive scenes. Multimodal Emotion Recognition (MER) increasingly depends on fine-grained, evidence-grounded annotations, yet inspection and label construction are hard to scale when cues are dynamic and misaligned across modalities. This thesis presents an LLM-assisted toolkit that supports multimodal emotion data annotation through an inspectable, event-centered workflow. The toolkit aligns heterogeneous recordings, visualizes modalities on a shared timeline, and packages synchronized keyframes and time windows as traceable event packets. It then uses modality-specific tools and prompt templates to draft structured annotations for analyst verification and editing. Building on the dataset extensions and annotation, this thesis further investigates MER modeling approaches in VR that integrate behavioural and physiological signals from VR headsets and wearable sensors. We introduce an LLM-based Mixture-of-Experts (MoE) framework, where experts specialize in different modalities and a router assigns weights to experts for each event. The goal is to connect predictions to traceable multimodal evidence and support interpretation of affective cues in interactive VR.en_AU
dc.language.isoenen_AU
dc.subjectVirtual Realityen_AU
dc.subjectEmotion Elicitationen_AU
dc.subjectAffective Computingen_AU
dc.subjectAffective Interactionen_AU
dc.subjectMultimodal Emotion Recognitionen_AU
dc.titleMultimodal Emotion Elicitation and Recognition in Virtual Realityen_AU
dc.typeThesis
dc.type.thesisMasters by Researchen_AU
dc.rights.otherThe author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.en
usyd.facultySeS faculties schools::Faculty of Engineering::School of Computer Scienceen_AU
usyd.degreeMaster of Philosophy M.Philen_AU
usyd.awardinginstThe University of Sydneyen_AU
usyd.advisorSarsenbayeva, Zhanna
usyd.include.pubNoen_AU


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