Biomarkers of Immersion in Virtual Reality Based on Features Extracted from the EEG Signals: A Machine Learning Approach

被引:1
作者
Tadayyoni, Hamed [1 ]
Campos, Michael S. Ramirez [2 ]
Quevedo, Alvaro Joffre Uribe [3 ]
Murphy, Bernadette A. [1 ]
机构
[1] Ontario Tech Univ, Fac Hlth Sci, Oshawa, ON L1G 0C5, Canada
[2] Univ Escuela Colombiana Ingn Julio Garavito, Fac Biomed Engn, AK 45 205-59, Bogota 111166, Colombia
[3] Ontario Tech Univ, Fac Business & Informat Technol, Oshawa, ON L1G 0C5, Canada
基金
加拿大自然科学与工程研究理事会;
关键词
virtual reality; immersion; task difficulty; electroencephalography (EEG); biomarkers; machine learning; POTENTIALS; CORTEX;
D O I
10.3390/brainsci14050470
中图分类号
Q189 [神经科学];
学科分类号
071006 ;
摘要
Virtual reality (VR) enables the development of virtual training frameworks suitable for various domains, especially when real-world conditions may be hazardous or impossible to replicate because of unique additional resources (e.g., equipment, infrastructure, people, locations). Although VR technology has significantly advanced in recent years, methods for evaluating immersion (i.e., the extent to which the user is engaged with the sensory information from the virtual environment or is invested in the intended task) continue to rely on self-reported questionnaires, which are often administered after using the virtual scenario. Having an objective method to measure immersion is particularly important when using VR for training, education, and applications that promote the development, fine-tuning, or maintenance of skills. The level of immersion may impact performance and the translation of knowledge and skills to the real-world. This is particularly important in tasks where motor skills are combined with complex decision making, such as surgical procedures. Efforts to better measure immersion have included the use of physiological measurements including heart rate and skin response, but so far they do not offer robust metrics that provide the sensitivity to discriminate different states (idle, easy, and hard), which is critical when using VR for training to determine how successful the training is in engaging the user's senses and challenging their cognitive capabilities. In this study, electroencephalography (EEG) data were collected from 14 participants who completed VR jigsaw puzzles with two different levels of task difficulty. Machine learning was able to accurately classify the EEG data collected during three different states, obtaining accuracy rates of 86% and 97% for differentiating easy versus hard difficulty states and baseline vs. VR states. Building on these results may enable the identification of robust biomarkers of immersion in VR, enabling real-time recognition of the level of immersion that can be used to design more effective and translative VR-based training. This method has the potential to adjust aspects of VR related to task difficulty to ensure that participants are immersed in VR.
引用
收藏
页数:19
相关论文
共 61 条
[1]   Defining Immersion: Literature Review and Implications for Research on Audiovisual Experiences [J].
Agrawal, Sarvesh ;
Simon, Adele ;
Bech, Soren ;
Baerentsen, K. L. A. U. S. ;
Forchhammer, Soren .
JOURNAL OF THE AUDIO ENGINEERING SOCIETY, 2020, 68 (06) :404-417
[2]  
Aliyari H, 2022, Arch Razi Inst, V77, P1397, DOI 10.22092/ARI.2021.356500.1855
[3]  
Belyadi H., 2021, Machine Learning Guide for Oil and Gas Using Python: a step-by-step breakdown with data, algorithms, codes, and applications, DOI 10.1016/B978-0-12-821929-4.00002-0
[4]   Permutation Entropy: Too Complex a Measure for EEG Time Series? [J].
Berger, Sebastian ;
Schneider, Gerhard ;
Kochs, Eberhard F. ;
Jordan, Denis .
ENTROPY, 2017, 19 (12)
[5]  
Bishop Christopher M., 2006, Pattern recognition and machine learning
[6]   The role of frontopolar cortex in subgoal processing during working memory [J].
Braver, TS ;
Bongiolatti, SR .
NEUROIMAGE, 2002, 15 (03) :523-536
[7]   Use of auditory event-related potentials to measure immersion during a computer game [J].
Burns, Christopher G. ;
Fairclough, Stephen H. .
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 2015, 73 :107-114
[8]  
Carruth DW, 2017, 2017 15TH IEEE INTERNATIONAL CONFERENCE ON EMERGING ELEARNING TECHNOLOGIES AND APPLICATIONS (ICETA 2017), P75
[9]   EEG emotion recognition model based on the LIBSVM classifier [J].
Chen, Tian ;
Ju, Sihang ;
Ren, Fuji ;
Fan, Mingyan ;
Gu, Yu .
MEASUREMENT, 2020, 164
[10]  
CORBETTA M, 1993, J NEUROSCI, V13, P1202