Differentiating presence in virtual reality using physiological signals

IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS
Shuvodeep Saha , Chelsea Dobbins , Anubha Gupta , Arindam Dey
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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.
利用生理信号区分虚拟现实中的存在感
可穿戴技术的进步使得使用生理信号,如皮电活动(EDA)和心率变异性(HRV),在虚拟现实(VR)中更普遍地用于检测自主神经系统的变化。然而,挑战在于利用这些信号来客观地检测VR中的存在,这通常依赖于可能存在固有偏见的自我报告。本文解决了这一问题,并提出了一项研究(N=26),该研究调查了不同程度的存在对VR生理反应的影响。我们创造了一个中性的VR环境,其中包含了通过调整不同参数调用的三个存在级别(高、中、低)。参与者戴着一个手腕上的可穿戴设备,当他们经历这些环境时,该设备会捕捉他们的生理信号。结果表明,EDA信号的强直和相位成分在不同水平间具有显著的差异。使用EDA的相位和张力成分构建的两个新特征成功地区分了存在水平。对HRV数据的分析表明,使用低频与高频之间的比率,低、中水平之间存在显著差异。
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来源期刊
Pervasive and Mobile Computing
Pervasive and Mobile Computing COMPUTER SCIENCE, INFORMATION SYSTEMS-TELECOMMUNICATIONS
CiteScore
7.70
自引率
2.30%
发文量
80
审稿时长
68 days
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.
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