Measuring Mental Effort via Entropy in VR

Daniel Reinhardt, J. Hurtienne, Carolin Wienrich
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Abstract

Recognizing changes in users' experienced mental effort is a perennial interest in human-computer interaction research particularly in the design of intelligent user interfaces built to adapt to different levels of mental effort. With virtual reality (VR) applications, for example, many measures of mental workload (e.g., secondary tasks) are highly intrusive and can distort what is being measured. In this paper we investigate the entropy of controller movements as an indicator of mental effort that can be measured unobtrusively. We report a proof-of-concept study that manipulates the experienced mental effort using the popular e-crossing task. As expected, the results show that entropy is increased for people with higher mental effort than for people with lower mental effort and that there is a positive relationship with NASA-TLX scores, the benchmark questionnaire for mental effort. Thus, intelligent user interfaces become capable of detecting mental effort in VR on the basis of controller entropy and could recognize when users need assistance in their decision making.
通过虚拟现实中的熵来衡量心理努力
识别用户心理活动的变化是人机交互研究中一个长期关注的问题,特别是在设计智能用户界面以适应不同程度的心理活动方面。例如,对于虚拟现实(VR)应用程序,许多心理工作量的测量(例如,次要任务)是高度侵入性的,并且可能会扭曲正在测量的内容。在本文中,我们研究了控制器运动的熵作为一种心理努力的指标,可以不显眼地测量。我们报告了一项概念验证研究,该研究使用流行的电子穿越任务来操纵经验丰富的心理努力。正如预期的那样,结果表明,脑力努力高的人的熵值比脑力努力低的人的熵值高,而且熵值与脑力努力基准问卷NASA-TLX分数呈正相关。因此,智能用户界面能够在控制器熵的基础上检测VR中的心理努力,并能够识别用户在决策时需要帮助。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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