Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences

Marc Antoine Moinnereau, Tiago Henrique Falk, Alcyr Alves De Oliveira
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To overcome this limitation, we have recently developed an instrumented “plug-and-play” virtual reality head-mounted display (termed iHMD) [4] which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; electromyography, EMG; and electrooculography, EoG) into the HMD. A portable bioamplifier is used to collect, stream, and/or store the biosignals in real-time. Moreover, a software suite has been developed to automatically measure signal quality [5], enhance the biosignals [6, 7, 8], infer breathing rate from the ECG [9], and extract relevant HIFs from the post-processed signals [3, 10, 11]. More recently, we have also developed companion software to allow for use and monitoring of the device at the gamer’s home with minimal experimental supervision, hence exploring its potential use truly “in the wild”. The iHMD, VR controllers, and a laptop, along with a copy of the Half-Life: Alyx videogame, were dropped off at the homes of 10 gamers who consented to participate in the study. All public health COVID-19 protocols were followed, including sanitizing the iHMD in a UV-C light chamber and with sanitizing wipes 48h prior to dropping the equipment off. Instructions on how to set up the equipment and the game, as well as a google form with a multi-part questionnaire [12] to be answered after the game were provided via videoconference. The researcher remained available remotely in case any participant questions arose, but otherwise, interventions were minimal. Participants were asked to play the game for around one hour and none of the participants reported cybersickness. This paper details the obtained results from this study and shows the potential of measuring HIFs from ExG signals collected “in the wild,” as well as their use in remote gaming experience monitoring. In particular, we will show the potential of measuring gamer engagement and sense of presence from the collected signals and their influence on overall experience. The next steps will be to use these signals and inferred HIFs to adjust the game in real-time, thus maximizing the experience for each individual gamer.References[1] Perkis, A., et al, 2020. QUALINET white paper on definitions of immersive media experience (IMEx). arXiv preprint arXiv:2007.07032.[2] Gupta, R., et al, 2016. Using affective BCIs to characterize human influential factors for speech QoE perception modelling. Human-centric Computing and Information Sciences, 6(1):1-19.[3] Clerico, A., et al, 2016, Biometrics and classifier fusion to predict the fun-factor in video gaming. In IEEE Conf Comp Intell and Games (pp. 1-8).[4] Cassani, R., et al 2020. Neural interface instrumented virtual reality headsets: Toward next-generation immersive applications. IEEE SMC Mag, 6(3):20-28.[5] Tobon, D. et al, 2014. MS-QI: A modulation spectrum-based ECG quality index for telehealth applications. IEEE TBE, 63(8):1613-1622.[6] Tobón, D. and Falk, T.H., 2016. Adaptive spectro-temporal filtering for electrocardiogram signal enhancement. IEEE JBHI, 22(2):421-428.[7] dos Santos, E., et al, 2020. Improved motor imagery BCI performance via adaptive modulation filtering and two-stage classification. Biomed Signal Proc Control, Vol. 57.[8] Rosanne, O., et al, 2021. Adaptive filtering for improved EEG-based mental workload assessment of ambulant users. Front. Neurosci, Vol.15.[9] Cassani, R., et al, 2018. Respiration rate estimation from noisy electrocardiograms based on modulation spectral analysis. CMBES Proc., Vol. 41.[10] Tiwari, A. and Falk, T.H., 2021. New Measures of Heart Rate Variability based on Subband Tachogram Complexity and Spectral Characteristics for Improved Stress and Anxiety Monitoring in Highly Ecological Settings. Front Signal Proc, Vol.7.[11] Moinnereau, M.A., 2020, Saccadic Eye Movement Classification Using ExG Sensors Embedded into a Virtual Reality Headset. In IEEE Conf SMC, pp. 3494-3498.[12] Tcha-Tokey, K., et al, 2016. Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments. 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引用次数: 4

Abstract

It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome and long preparation times (e.g., placing electroencephalography caps, gel, test impedances) which could be overwhelming for gamers. To overcome this limitation, we have recently developed an instrumented “plug-and-play” virtual reality head-mounted display (termed iHMD) [4] which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; electromyography, EMG; and electrooculography, EoG) into the HMD. A portable bioamplifier is used to collect, stream, and/or store the biosignals in real-time. Moreover, a software suite has been developed to automatically measure signal quality [5], enhance the biosignals [6, 7, 8], infer breathing rate from the ECG [9], and extract relevant HIFs from the post-processed signals [3, 10, 11]. More recently, we have also developed companion software to allow for use and monitoring of the device at the gamer’s home with minimal experimental supervision, hence exploring its potential use truly “in the wild”. The iHMD, VR controllers, and a laptop, along with a copy of the Half-Life: Alyx videogame, were dropped off at the homes of 10 gamers who consented to participate in the study. All public health COVID-19 protocols were followed, including sanitizing the iHMD in a UV-C light chamber and with sanitizing wipes 48h prior to dropping the equipment off. Instructions on how to set up the equipment and the game, as well as a google form with a multi-part questionnaire [12] to be answered after the game were provided via videoconference. The researcher remained available remotely in case any participant questions arose, but otherwise, interventions were minimal. Participants were asked to play the game for around one hour and none of the participants reported cybersickness. This paper details the obtained results from this study and shows the potential of measuring HIFs from ExG signals collected “in the wild,” as well as their use in remote gaming experience monitoring. In particular, we will show the potential of measuring gamer engagement and sense of presence from the collected signals and their influence on overall experience. The next steps will be to use these signals and inferred HIFs to adjust the game in real-time, thus maximizing the experience for each individual gamer.References[1] Perkis, A., et al, 2020. QUALINET white paper on definitions of immersive media experience (IMEx). arXiv preprint arXiv:2007.07032.[2] Gupta, R., et al, 2016. Using affective BCIs to characterize human influential factors for speech QoE perception modelling. Human-centric Computing and Information Sciences, 6(1):1-19.[3] Clerico, A., et al, 2016, Biometrics and classifier fusion to predict the fun-factor in video gaming. In IEEE Conf Comp Intell and Games (pp. 1-8).[4] Cassani, R., et al 2020. Neural interface instrumented virtual reality headsets: Toward next-generation immersive applications. IEEE SMC Mag, 6(3):20-28.[5] Tobon, D. et al, 2014. MS-QI: A modulation spectrum-based ECG quality index for telehealth applications. IEEE TBE, 63(8):1613-1622.[6] Tobón, D. and Falk, T.H., 2016. Adaptive spectro-temporal filtering for electrocardiogram signal enhancement. IEEE JBHI, 22(2):421-428.[7] dos Santos, E., et al, 2020. Improved motor imagery BCI performance via adaptive modulation filtering and two-stage classification. Biomed Signal Proc Control, Vol. 57.[8] Rosanne, O., et al, 2021. Adaptive filtering for improved EEG-based mental workload assessment of ambulant users. Front. Neurosci, Vol.15.[9] Cassani, R., et al, 2018. Respiration rate estimation from noisy electrocardiograms based on modulation spectral analysis. CMBES Proc., Vol. 41.[10] Tiwari, A. and Falk, T.H., 2021. New Measures of Heart Rate Variability based on Subband Tachogram Complexity and Spectral Characteristics for Improved Stress and Anxiety Monitoring in Highly Ecological Settings. Front Signal Proc, Vol.7.[11] Moinnereau, M.A., 2020, Saccadic Eye Movement Classification Using ExG Sensors Embedded into a Virtual Reality Headset. In IEEE Conf SMC, pp. 3494-3498.[12] Tcha-Tokey, K., et al, 2016. Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments. Intl J Virtual Reality, 16:33-48.
衡量家庭VR游戏中的人为影响因素:优化每用户游戏体验
众所周知,人的影响因素(hif,如存在感/沉浸感;注意力、压力和参与度;乐趣因素)在玩家沉浸式媒体体验中扮演着至关重要的角色[1]。为此,最近的研究探索了使用情感脑/身体-计算机接口来监测这些因素[2,3]。通常,研究是在实验室环境中进行的,并依赖于研究级神经生理传感器。然而,将获得的知识转移到日常环境中并不容易,特别是因为它需要繁琐和长时间的准备时间(例如,放置脑电图帽,凝胶,测试阻抗),这对玩家来说可能是压倒性的。为了克服这一限制,我们最近开发了一种仪器化的“即插即用”虚拟现实头戴式显示器(称为iHMD)[4],它直接嵌入了许多干式ExG传感器(脑电图,EEG;心电图,心电图;肌电图、肌电图;以及眼电图(EoG)。便携式生物放大器用于实时采集、流式传输和/或存储生物信号。此外,已经开发了一套软件来自动测量信号质量[5],增强生物信号[6,7,8],从ECG推断呼吸频率[9],并从后处理信号中提取相关的hif[3,10,11]。最近,我们还开发了配套软件,允许玩家在家中使用和监控设备,并进行最少的实验监督,从而探索其真正“在野外”的潜在用途。iHMD, VR控制器,笔记本电脑,以及半条命:Alyx视频游戏的副本,被送到了10名同意参加这项研究的玩家家中。遵循了所有COVID-19公共卫生方案,包括在UV-C灯室中对iHMD进行消毒,并在丢弃设备前48小时用消毒湿巾消毒。通过视频会议提供了如何设置设备和游戏的说明,以及游戏结束后需要回答的包含多个部分的问卷[12]的谷歌表格。如果出现任何参与者的问题,研究人员仍然可以远程访问,但除此之外,干预是最小的。参与者被要求玩大约一个小时的游戏,没有一个参与者报告晕机。本文详细介绍了从这项研究中获得的结果,并展示了从“野外”收集的ExG信号中测量hif的潜力,以及它们在远程游戏体验监测中的应用。特别是,我们将展示通过收集到的信号及其对整体体验的影响来衡量玩家粘性和存在感的潜力。接下来的步骤将是使用这些信号和推断的hif来实时调整游戏,从而最大化每个玩家的体验。[1]李建军,李建军,等。QUALINET关于沉浸式媒体体验(IMEx)定义的白皮书。[2][中国农业大学学报:自然科学版]Gupta, R.等,2016。使用情感脑机接口表征语音QoE感知建模的人类影响因素。以人为本的计算与信息科学,6(1):1-19.[3]Clerico, A., et al ., 2016,基于生物识别和分类器融合的视频游戏有趣因素预测。英特尔与游戏,第1-8页,[4]Cassani, R., et al . 2020。神经接口虚拟现实耳机:迈向下一代沉浸式应用。电子工程学报,30 (3):559 - 564 .[5]Tobon, D. et al ., 2014。MS-QI:一种基于调制谱的远程医疗心电质量指标。电子工程学报,2016,35 (6):1613-1622.[6]Tobón, D. and Falk, t.h., 2016。自适应频谱时间滤波用于心电图信号增强。电子学报,22(2):421-428。[7]张晓明,张晓明,等。通过自适应调制滤波和两阶段分类改进运动意象脑机接口性能。生物医学工程学报,Vol. 57, [8]Rosanne, O.等人,2021。改进的基于脑电图的移动用户心理负荷评估自适应滤波。前面。>, Vol.15。[9]Cassani, R.等,2018。基于调制谱分析的噪声心电图呼吸速率估计。CMBES程序,第41卷[10]Tiwari, A.和Falk, t.h., 2021。基于子带速度图复杂性和频谱特征的心率变异性新测量方法,用于改善高度生态环境下的应激和焦虑监测。前端信号处理,Vol.7.[11]莫纳罗,硕士,2020,使用嵌入到虚拟现实耳机中的ExG传感器的眼动分类。IEEE Conf SMC, pp. 3494-3498.[12]李志强,等,2016。沉浸式虚拟环境中用户体验测量问卷的提出与验证。[J]虚拟现实,16:33-48。
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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