Shuvodeep Saha , Chelsea Dobbins , Anubha Gupta , Arindam Dey
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引用次数: 0
Abstract
Advancements in wearable technologies have made the use of physiological signals, such as Electrodermal Activity (EDA) and Heart Rate Variability (HRV), more prevalent for detecting changes in the autonomic nervous system within virtual reality (VR). However, the challenge lies in utilizing these signals to objectively detect presence in VR, which typically relies on self-reports that can be inherently biased. This paper addresses this issue and presents a study (N=26) that investigates the effect that different levels of presence has on physiological responses in VR. A neutral VR environment was created that incorporated three levels of presence (high, medium and low) that were invoked by tuning different parameters. Participants wore a wrist-worn wearable device that captured their physiological signals whilst they experienced each of these environments. Results indicated that tonic and phasic components of the EDA signal were significant in differentiating between the levels. Two novel features, constructed using both the phasic and tonic components of EDA, successfully differentiated between presence levels. Analysis of the HRV data illustrated a significant difference between the low and medium levels using the ratio between low frequency to high frequency.
期刊介绍:
As envisioned by Mark Weiser as early as 1991, pervasive computing systems and services have truly become integral parts of our daily lives. Tremendous developments in a multitude of technologies ranging from personalized and embedded smart devices (e.g., smartphones, sensors, wearables, IoTs, etc.) to ubiquitous connectivity, via a variety of wireless mobile communications and cognitive networking infrastructures, to advanced computing techniques (including edge, fog and cloud) and user-friendly middleware services and platforms have significantly contributed to the unprecedented advances in pervasive and mobile computing. Cutting-edge applications and paradigms have evolved, such as cyber-physical systems and smart environments (e.g., smart city, smart energy, smart transportation, smart healthcare, etc.) that also involve human in the loop through social interactions and participatory and/or mobile crowd sensing, for example. The goal of pervasive computing systems is to improve human experience and quality of life, without explicit awareness of the underlying communications and computing technologies.
The Pervasive and Mobile Computing Journal (PMC) is a high-impact, peer-reviewed technical journal that publishes high-quality scientific articles spanning theory and practice, and covering all aspects of pervasive and mobile computing and systems.