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1.
Comput Methods Programs Biomed ; 248: 108124, 2024 May.
Artículo en Inglés | MEDLINE | ID: mdl-38503070

RESUMEN

BACKGROUND AND OBJECTIVE: Many recent studies in virtual reality (VR) have managed the sense of Presence to assess the suitability of their designs, mainly when focused on learning goals that require high user engagement, such as in serious games for psychomotor training. However, the place and plausibility illusions needed to promote Presence are achieved by combining different VR-based design cues, and their individual contribution to preserving the Presence's engagement/involvement component is still unclear. This article explored the single effect of breaking the sense of Presence per VR factor, i.e., removing VR cues related to Social Presence (human interactions), Self-Presence (embodiment), and Physical Presence (Scenario realism). METHODS: Thirty-three participants were asked to play an immersive VR simulation of an arcade game three times by experiencing a stepped Break of Illusion in one of the VR factors, i.e., while two factors were kept high, the remaining one was reduced to a low and null (hypothetical) level. The game difficulty was fixed after assessing each person's skills. RESULTS: Results showed that psychophysiology indicators (heart rate and skin conductance) were not affected by the level of illusion, whereas exercise intensity was significantly higher with low body and social presence-based conditions. Moreover, skin conductance was lower in the Social-presence group, which suggests that perspiration is only affected by breaks in realism (scenario and body representations). Based on the obtained evidence, we proposed some guidelines for adapting the design of immersive virtual environments through Breaks in Presence, mainly by changing the realism of the scenario and body representation depending on the skin conductance or the interaction with virtual humans depending on exercise intensity.


Asunto(s)
Ilusiones , Realidad Virtual , Humanos , Simulación por Computador , Frecuencia Cardíaca , Aprendizaje
2.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 3747-3750, 2020 07.
Artículo en Inglés | MEDLINE | ID: mdl-33018816

RESUMEN

There is a growing body of literature that recognizes the importance of Skin Conductance (SC) for assessing changes in emotional states, such as engagement to learning tasks, and its importance to estimate possible drawbacks affecting overall performance. To date, most of the commonly used methods for SC signal analysis, i.e. detecting its phasic and tonic components and thus extracting informative features, are either too simple and unreliable or too complex and thus inaccessible and inflexible, as well as unable to perform online analyses. The current work proposes a simplified but clear and effective algorithm based on a Machine State to search for expected behaviors in the well-defined morphology of the signal. Eleven (11) features were correctly extracted from 79 healthy subjects during an experimental setup for immersive virtual rehabilitation (balance study case). The method was also successfully applied as a tool to identify significant changes in the subjective psychophysiological response to different experimental conditions. These results point toward a potential role in virtual rehabilitation applications by getting real-time feedback in human-in-the-loop approaches.


Asunto(s)
Telerrehabilitación , Realidad Virtual , Algoritmos , Humanos , Aprendizaje , Proyectos Piloto
3.
IEEE Trans Neural Syst Rehabil Eng ; 28(5): 1109-1116, 2020 05.
Artículo en Inglés | MEDLINE | ID: mdl-32286990

RESUMEN

Serious games and immersive virtual reality promote emotional engagement during learning tasks, mostly by providing (1) skill-adapted challenges with performance feedback (for trial and error learning) and (2) enhanced presence (further reactions to multimodal stimuli), respectively. However, it is still unclear how each of these two strategies independently influence emotional states to engage subjects to a task. This study assessed the dimensions of emotion (valence-arousal-dominance) of 87 healthy subjects in a virtual game, assigned to 2 groups that were exposed to a different set of 5 trials: Group A experienced game variations by virtual factors affecting user's presence, whereas group B experienced levels of difficulty, affecting challenge. Emotional reports and 26 features extracted from physiological signals were statistically analyzed. Results showed that presence-based experimental conditions were able to modify the sense of arousal, whereas valence and dominance responded to challenge variation, i.e. were positively correlated with game score. Arousal is likely to increase with low sense of coexistence (social presence) and decrease with low scenario realism (physical presence). Faster breathing and higher skin conductance (SC) were detected at high challenge, whereas heart rate variability and SC increased with higher arousal. The evidence from this study suggests that both strategies can be used to separately influence dimensions of emotion, pointing out the customization of presence-based factors as a promising method to adjust emotional engagement by impacting arousal. Further research should be undertaken to identify the independent effect of single presence factors on emotional states.


Asunto(s)
Emociones , Realidad Virtual , Nivel de Alerta , Frecuencia Cardíaca , Humanos , Aprendizaje
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