Rushil Thareja
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Rushil Thareja has a total of 14 co-authors. Here are the top co-authors by number of shared publications:
- Jainendra Shukla
Human-Machine Interaction Lab, IIIT-Delhi, New Delhi, India
4 shared publications - Ritik Garg
Extramarks Education
3 shared publications - Mukesh Mohania
IIIT Delhi, New Delhi, India
2 shared publications - Shiva Baghel
Extramarks Education
2 shared publications Deep Dwivedi
IIIT Delhi, India
1 shared publication- Deep Dwivedi
Indraprastha Institute of Information Technology
1 shared publication
Latest Publications
- 2 July 2024
- Published by Springer Nature
- p. 400-408
EDEN: Enhanced Database Expansion in eLearning: A Method for Automated Generation of Academic Videos
- 2 July 2024
- Published by Springer Nature
- p. 400-408
EDEN: Enhanced Database Expansion in eLearning: A Method for Automated Generation of Academic Videos
- Open Access
- 18 March 2024
- Published by Association for Computing Machinery (ACM)
- p. 667-677
Effecti-Net: A Multimodal Framework and Database for Educational Content Effectiveness Analysis
- 18 March 2024
- Published by Association for Computing Machinery (ACM)
- p. 667-677
Open AccessEffecti-Net: A Multimodal Framework and Database for Educational Content Effectiveness Analysis
- 22 February 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 15 (3) , 1696-1710
An Analysis of Physiological and Psychological Responses in Virtual Reality and Flat Screen Gaming
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming. This paper introduces the first systematic comparison and analysis of emotional and physiological responses to commercially available games in VR and FS environments. To elicit these responses, we first selected four games through a pilot study of 6 participants to cover all four quadrants of the valence-arousal space. Using these games, we recorded the physiological activity, including Blood Volume Pulse and Electrodermal Activity, and self-reported emotions of 33 participants in a user study. Our data analysis revealed that VR gaming elicited more pronounced emotions, higher arousal, increased cognitive load and stress, and lower dominance than FS gaming. The Virtual Reality and Flat Screen (VRFS) dataset, containing over 15 hours of multimodal data comparing FS and VR gaming across different games, is also made publicly available for research purposes. Our analysis provides valuable insights for further investigations into the physiological and emotional effects of VR and FS gaming.
- 22 February 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 15 (3) , 1696-1710
An Analysis of Physiological and Psychological Responses in Virtual Reality and Flat Screen Gaming
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming. This paper introduces the first systematic comparison and analysis of emotional and physiological responses to commercially available games in VR and FS environments. To elicit these responses, we first selected four games through a pilot study of 6 participants to cover all four quadrants of the valence-arousal space. Using these games, we recorded the physiological activity, including Blood Volume Pulse and Electrodermal Activity, and self-reported emotions of 33 participants in a user study. Our data analysis revealed that VR gaming elicited more pronounced emotions, higher arousal, increased cognitive load and stress, and lower dominance than FS gaming. The Virtual Reality and Flat Screen (VRFS) dataset, containing over 15 hours of multimodal data comparing FS and VR gaming across different games, is also made publicly available for research purposes. Our analysis provides valuable insights for further investigations into the physiological and emotional effects of VR and FS gaming.
- Open Access
- 4 January 2024
- Published by Association for Computing Machinery (ACM)
- p. 469-473
Multimodal Sentiment Analysis of Social Media Content and Its Impact on Mental Wellbeing: An Investigation of Extreme Sentiments
The rapid expansion of social media platforms, such as Twitter, has led to an influx of multimodal content frequently exhibiting extreme emotional sentiments. Continuous exposure to such content can deteriorate a user’s mental health. To mitigate this, we introduce Tweet-SentiNet, a robust multimodal framework employing image and text embeddings for nuanced analysis and prediction of sentiment emotions in social media content. Tweet-SentiNet filters extreme sentiments, thereby reducing exposure to potentially damaging emotional content and aiding platform moderators in identifying victims and instigators of hate, as well as potential cases of depression or suicidal tendencies. The proposed method outperforms existing baselines, demonstrating the significance of multimodal features in determining sentiment. To further assess the mental well-being effects of consuming such data, we conduct a user study with 20 participants and present the findings. This paper sheds light on the potential of utilizing multimodal sentiment analysis for mental health monitoring and intervention on social media platforms.
- 4 January 2024
- Published by Association for Computing Machinery (ACM)
- p. 469-473
Open AccessMultimodal Sentiment Analysis of Social Media Content and Its Impact on Mental Wellbeing: An Investigation of Extreme Sentiments
The rapid expansion of social media platforms, such as Twitter, has led to an influx of multimodal content frequently exhibiting extreme emotional sentiments. Continuous exposure to such content can deteriorate a user’s mental health. To mitigate this, we introduce Tweet-SentiNet, a robust multimodal framework employing image and text embeddings for nuanced analysis and prediction of sentiment emotions in social media content. Tweet-SentiNet filters extreme sentiments, thereby reducing exposure to potentially damaging emotional content and aiding platform moderators in identifying victims and instigators of hate, as well as potential cases of depression or suicidal tendencies. The proposed method outperforms existing baselines, demonstrating the significance of multimodal features in determining sentiment. To further assess the mental well-being effects of consuming such data, we conduct a user study with 20 participants and present the findings. This paper sheds light on the potential of utilizing multimodal sentiment analysis for mental health monitoring and intervention on social media platforms.
- Open Access
- 15 December 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-10
InMDb: Indian Movie Database for Emotion Analysis
- 15 December 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Open AccessInMDb: Indian Movie Database for Emotion Analysis