IEEE Access,
Год журнала:
2020,
Номер
8, С. 73791 - 73803
Опубликована: Янв. 1, 2020
The
purpose
of
this
study
was
to
test
different
3D
display
technologies
in
a
hands-on
virtual
experiential
learning
environment
(VELE)
and
determine
the
optimal
technology.
A
conceptual
framework
firstly
proposed
explain
mechanism
how
VR
features
affect
learning.
Then,
single-factor
within-subject
experimental
design
adopted
for
testing.
factor
three
types
technology:
fully
immersive
reality
(VR)
mode
[VR
head-mounted
(HMD)],
partially
(3D
projection),
augmented
(AR)
(AR
HMD).
dependent
variables
were
visual
comfort,
interaction
experience,
outcome.
math
established,
aforementioned
tested
two
scenarios.
Results
showed
that
significantly
affected
users'
outcome
(ps
<;
0.05).
User
ratings
on
these
aspects
HMD
higher
than
those
projection
AR
HMD.
Thus,
contributes
best
viewing
experience
terms
scenarios
tested.
Whether
results
still
hold
reliably
more
complex
activities
long-term
needs
be
further
studied.
Affective
Computing
has
emerged
as
an
important
field
of
study
that
aims
to
develop
systems
can
automatically
recognize
emotions.
Up
the
present,
elicitation
been
carried
out
with
non-immersive
stimuli.
This
study,
on
other
hand,
emotion
recognition
system
for
affective
states
evoked
through
Immersive
Virtual
Environments.
Four
alternative
virtual
rooms
were
designed
elicit
four
possible
arousal-valence
combinations,
described
in
each
quadrant
Circumplex
Model
Affects.
An
experiment
involving
recording
electroencephalography
(EEG)
and
electrocardiography
(ECG)
sixty
participants
was
out.
A
set
features
extracted
from
these
signals
using
various
state-of-the-art
metrics
quantify
brain
cardiovascular
linear
nonlinear
dynamics,
which
input
into
a
Support
Vector
Machine
classifier
predict
subject's
arousal
valence
perception.
The
model's
accuracy
75.00%
along
dimension
71.21%
dimension.
Our
findings
validate
use
Environments
different
emotional
neural
cardiac
dynamics;
this
development
could
have
novel
applications
fields
diverse
Architecture,
Health,
Education
Videogames.
Sensors,
Год журнала:
2020,
Номер
20(18), С. 5163 - 5163
Опубликована: Сен. 10, 2020
Emotions
play
a
critical
role
in
our
daily
lives,
so
the
understanding
and
recognition
of
emotional
responses
is
crucial
for
human
research.
Affective
computing
research
has
mostly
used
non-immersive
two-dimensional
(2D)
images
or
videos
to
elicit
states.
However,
immersive
virtual
reality,
which
allows
researchers
simulate
environments
controlled
laboratory
conditions
with
high
levels
sense
presence
interactivity,
becoming
more
popular
emotion
Moreover,
its
synergy
implicit
measurements
machine-learning
techniques
potential
impact
transversely
many
areas,
opening
new
opportunities
scientific
community.
This
paper
presents
systematic
review
undertaken
physiological
behavioural
measures
using
head-mounted
displays
as
elicitation
devices.
The
results
highlight
evolution
field,
give
clear
perspective
aggregated
analysis,
reveal
current
open
issues
provide
guidelines
future
International Journal of Human-Computer Interaction,
Год журнала:
2019,
Номер
36(10), С. 893 - 910
Опубликована: Дек. 13, 2019
Virtual
reality
(VR)
is
receiving
attention
enough
to
be
considered
as
its
revival
age
in
both
industrial
and
academic
field.
Since
VR
systems
have
various
types
of
interaction
with
users
new
are
constantly
being
developed,
studies
investigating
user
experience
(UX)
continuously
needed.
However,
there
still
a
lack
research
on
the
taxonomy
that
can
recognize
main
characteristics
system
at
glance
by
reflecting
influencing
factors
UX.
Therefore,
we
collected
reviewed
related
UX
evaluation
order
identify
current
status
suggest
future
direction.
To
achieve
this,
systematic
review
was
conducted
for
VR,
taxonomies
including
were
proposed.
A
total
393
unique
articles
collected,
65
selected
via
Systematic
Reviews
Meta-Analyses
methodology.
The
analyzed
according
predefined
taxonomies.
As
result,
identified
base
proposed
Besides,
issues
devices
technology,
method
directions
suggested.
Frontiers in Psychology,
Год журнала:
2018,
Номер
9
Опубликована: Сен. 5, 2018
One
of
the
most
pleasurable
aspects
video
games
is
their
ability
to
induce
immersive
experiences.
However,
there
appears
be
a
tentative
conceptualization
what
an
experience
is.
In
this
short
review,
we
specifically
focus
on
terms
flow
and
immersion,
as
they
are
widely
used
applied
definitions
in
game
literature,
whilst
differences
remain
disputable.
We
critically
review
concepts
separately
proceed
with
comparison
proposed
differences.
conclude
that
immersion
do
not
substantially
differ
current
studies
more
evidence
needed
justify
separation.
Sensors,
Год журнала:
2021,
Номер
21(6), С. 2193 - 2193
Опубликована: Март 21, 2021
Humans
respond
cognitively
and
emotionally
to
the
built
environment.
The
modern
possibility
of
recording
neural
activity
subjects
during
exposure
environmental
situations,
using
neuroscientific
techniques
virtual
reality,
provides
a
promising
framework
for
future
design
studies
discipline
derived
is
termed
"neuroarchitecture".
Given
neuroarchitecture's
transdisciplinary
nature,
it
progresses
needs
be
reviewed
in
contextualised
way,
together
with
its
precursor
approaches.
present
article
presents
scoping
review,
which
maps
out
broad
areas
on
new
based.
limitations,
controversies,
benefits,
impact
professional
sectors
involved,
potential
neuroarchitecture
precursors'
approaches
are
critically
addressed.
PLoS ONE,
Год журнала:
2019,
Номер
14(10), С. e0223881 - e0223881
Опубликована: Окт. 15, 2019
Virtual
reality
is
a
powerful
tool
in
human
behaviour
research.
However,
few
studies
compare
its
capacity
to
evoke
the
same
emotional
responses
as
real
scenarios.
This
study
investigates
psycho-physiological
patterns
evoked
during
free
exploration
of
an
art
museum
and
virtualized
through
3D
immersive
virtual
environment
(IVE).
An
exploratory
involving
60
participants
was
performed,
recording
electroencephalographic
electrocardiographic
signals
using
wearable
devices.
The
vs.
psychological
comparison
performed
self-assessment
response
tests,
whereas
physiological
Support
Vector
Machine
algorithms,
endowed
with
effective
feature
selection
procedure
for
set
state-of-the-art
metrics
quantifying
cardiovascular
brain
linear
nonlinear
dynamics.
We
included
initial
calibration
phase,
standardized
2D
360°
stimuli,
increase
accuracy
model.
self-assessments
physical
support
use
IVEs
emotion
2-class
(high/low)
system
71.52%
77.08%
along
arousal
valence
dimension,
respectively,
museum,
75.00%
71.08%
museum.
previously
presented
stimuli
contributed
increasing
Also,
classifier
95.27%,
only
EEG
mean
phase
coherency
features,
which
demonstrates
high
involvement
synchronization
processes.
These
findings
provide
important
contribution
at
methodological
level
scientific
knowledge,
will
effectively
guide
future
elicitation
recognition
systems
reality.
Frontiers in Virtual Reality,
Год журнала:
2021,
Номер
2
Опубликована: Июль 14, 2021
Measurements
of
physiological
parameters
provide
an
objective,
often
non-intrusive,
and
(at
least
semi-)automatic
evaluation
utilization
user
behavior.
In
addition,
specific
hardware
devices
Virtual
Reality
(VR)
ship
with
built-in
sensors,
i.e.
eye-tracking
movements
sensors.
Hence,
the
combination
measurements
VR
applications
seems
promising.
Several
approaches
have
investigated
applicability
benefits
this
for
various
fields
applications.
However,
range
possible
application
fields,
coupled
potentially
useful
beneficial
parameters,
types
sensor,
target
variables
factors,
analysis
techniques
is
manifold.
This
article
provides
a
systematic
overview
extensive
state-of-the-art
review
usage
in
VR.
We
identified
1,119
works
that
make
use
Within
these,
we
32
focus
on
classification
characteristics
experience,
common
The
first
part
categorizes
by
field
application,
therapy,
training,
entertainment,
communication
interaction,
as
well
factors
measured
parameters.
An
additional
category
summarizes
general
applicable
to
all
since
they
typical
qualities.
second
review,
analyze
regarding
respective
methods
used
automatic
and,
potentially,
classification.
For
example,
highlight
which
measurement
setups
been
proven
be
sensitive
enough
distinguish
different
levels
arousal,
valence,
anxiety,
stress,
or
cognitive
workload
virtual
realm.
work
may
prove
researchers
wanting
data
who
want
good
prior
taken,
their
potential
drawbacks.
PeerJ,
Год журнала:
2020,
Номер
8, С. e10520 - e10520
Опубликована: Дек. 18, 2020
The
flow
state
is
defined
by
intense
involvement
in
an
activity
with
high
degrees
of
concentration
and
focused
attention
accompanied
a
sense
pleasure.
Video
games
are
effective
tools
for
inducing
flow,
keeping
players
this
considered
to
be
one
the
central
goals
game
design.
Many
studies
have
on
underlying
physiological
neural
mechanisms
flow.
Results
inconsistent
when
describing
unified
mechanism
mental
state.
This
paper
provides
comprehensive
review
correlates
explains
relationship
between
reported
markers
experience.
Despite
heterogeneous
results,
it
seems
possible
establish
associations
cognitive
experiential
aspects
particularly
regarding
arousal,
control,
reward
processing,
automaticity,
self-referential
processing.
Virtual Reality,
Год журнала:
2023,
Номер
27(3), С. 1585 - 1605
Опубликована: Янв. 31, 2023
Virtual
reality
(VR)
is
considered
as
one
of
the
technological
megatrends
2020s,
and
today,
VR
systems
are
used
in
various
settings,
digital
gaming
being
among
most
popular
ones.
However,
there
has
been
a
dearth
understanding
regarding
central
factors
behind
acceptance
use.
The
present
study
therefore
aimed
to
explain
that
drive
use
games.
We
extended
hedonic-motivation
system
model
with
utilitarian
inconvenience
capture
pertinent
features
more
holistically.
proposed
theoretical
analyzed
it
through
covariance-based
structural
equation
modeling
using
an
online
survey
sample
473
gamers.
Our
findings
help
role
different
antecedents
demonstrate
driven
by
hedonic
aspects
than
health
well-being
games,
enjoyment
strongest
driver
intention
immersion.
Moreover,
also
suggested
intentions
immersion
levels
not
significantly
diminished
physical
discomfort
sickness.
findings,
which
potentially
extend
other
well,
pose
important
implications
for
providers
As
main
contribution,
based
on
our
empirical
we
provide
greater