Galvanic Skin Response As a Measure of Engagement During Play in Virtual Reality

Author(s):  
Roni Barak Ventura ◽  
Maurizio Porfiri

Abstract Competition is a common design strategy used to enhance user engagement and participation. However, it remains unclear how winning or losing might influence player’s engagement. In a recent study, we used behavioral metrics to quantify player engagement during competitive gameplay in virtual reality. To control for players’ status of winning or losing, we programmed a virtual opponent to either under-perform, over-perform, or tie with them. We conducted a series of experiments and found that players’ engagement was higher when they were losing, compared to when they played alone. Nevertheless, players’ engagement did not change during competition with an under-performing or equally-performing opponent. By applying the information-theoretic notion of transfer entropy, we unveiled a causal relationships between relative performance and engagement, whereby players monitored the scores and adapted their behavior accordingly. However, behavioral metrics are not detached from volition and may be influenced by confounding factors. This limitation is addressed by the use of physiological metrics, which offer largely unbiased measurements of cognitive and emotional processes. In the present study, we sought to strengthen our prior findings by measuring engagement with a physiological correlate. We conducted experiments in the same experimental setting and we measured players’ galvanic skin response during competition. We discovered that players’ skin conductance was higher when they were outperformed by their opponent, indicating that they were experiencing less flow. The results inform the design of technology-mediated applications toward sustaining user engagement and participation.

1970 ◽  
Vol 01 (020) ◽  
pp. 97-114
Author(s):  
Mikel Alonso López ◽  
Francisca Blasco López ◽  
Victor Molero Ayala

In the research on consumer purchasing decisions, there has historically been a constant duality between the presence or absence of emotions and their role. Historically they have been observed as annoyances that interfere with optimalprocess, as it would be rational and cognitive. Since the late 70s, some researches emerged defending the importance of emotional processes in decision-making. The latest studies also persist in the idea that emotions are present in all product purchase decisions. But, does it occur with the same intensity in all types of products? In this research paper, an experiment is proposed to classify different products in two categories, one that concentrates those that generate a more intense emotional response and another with less intensity. This categorization is interesting for those experiments in which it is necessary, either for statistical treatment or for other reasons, grouping products by emotional response.


Healthcare ◽  
2021 ◽  
Vol 9 (12) ◽  
pp. 1729
Author(s):  
Eglė Mazgelytė ◽  
Virginija Rekienė ◽  
Edita Dereškevičiūtė ◽  
Tomas Petrėnas ◽  
Jurgita Songailienė ◽  
...  

Various relaxation techniques could benefit from merging with virtual reality (VR) technologies, as these technologies are easily applicable, involving, and user-friendly. To date, it is unclear which relaxation technique using biofeedback combined with VR technology is the most effective. The study aimed to compare the effectiveness of brief VR-based biofeedback-assisted relaxation techniques including electroencephalographic biofeedback, mindfulness-based biofeedback, galvanic skin response biofeedback, and respiratory biofeedback. Forty-three healthy volunteers (age 34.7 ± 7.2 years), comprising 28 (65%) women and 15 (35%) men, were enrolled in the study. All the participants were exposed to four distinct relaxation sessions according to a computer-generated random sequence. The efficacy of relaxation methods was evaluated by examining psychological, physiological, and biochemical stress indicators. All VR-based relaxation techniques reduced salivary steroid hormone (i.e., cortisol, cortisone, and total glucocorticoid) levels and increased galvanic skin response values. Similarly, all interventions led to a significantly reduced subjectively perceived psychological strain level. Three out of the four interventions (i.e., electroencephalographic, respiratory, and galvanic skin response-based biofeedback relaxation sessions) resulted in a decreased self-reported fatigue level. We suggest that newly developed VR-based relaxations techniques are potential tools for stress reduction and might be particularly suitable for individuals who are not capable of adhering to a strict and time-consuming stress management intervention schedule.


Author(s):  
Moein Razavi ◽  
Takashi Yamauchi ◽  
Vahid Janfaza ◽  
Anton Leontyev ◽  
Shanle Longmire-Monford ◽  
...  

The human mind is multimodal. Yet most behavioral studies rely on century-old measures of behavior—task accuracy and latency (response time). Multimodal and multisensory analysis of human behavior creates a better understanding of how the mind works. The problem is that designing and implementing these experiments is technically complex and costly. This paper introduces versatile and economical means of developing multimodal-multisensory human experiments. We provide an experimental design framework that automatically integrates and synchronizes measures including electroencephalogram (EEG), galvanic skin response (GSR), eye-tracking, virtual reality (VR), body movement, mouse/cursor motion and response time. Unlike proprietary systems (e.g., iMotions), our system is free and open-source; it integrates PsychoPy, Unity and Lab Streaming Layer (LSL). The system embeds LSL inside PsychoPy/Unity for the synchronization of multiple sensory signals—gaze motion, electroencephalogram (EEG), galvanic skin response (GSR), mouse/cursor movement, and body motion—with low-cost consumer-grade devices in a simple behavioral task designed by PsychoPy and a virtual reality environment designed by Unity. This tutorial shows a step-by-step process by which a complex multimodal-multisensory experiment can be designed and implemented in a few hours. When conducting the experiment, all of the data synchronization and recoding of the data to disk will be done automatically.


2019 ◽  
Author(s):  
Jonathon McPhetres ◽  
Andrew Shtulman

In scientific and popular literature, piloerection (e.g. goosebumps) is often described as being related to the experience of awe, though this correlation has not been tested empirically. Using two pre-registered and independently collected samples (N = 233), we examined the objective physiological occurrence of piloerection in response to awe-inducing stimuli. Stimuli were selected to satisfy three descriptors of awe, including perceptual vastness, virtual reality, and expectancy-violating events. The stimuli reliably elicited self-reported awe to a great extent, in line with hypotheses. However, awe-inducing stimuli were not associated with the objective occurrence of piloerection. While participants self-reported high levels of goosebumps and “the chills,” there was no physical evidence of this. These results suggest that piloerection is not reliably connected to the experience of awe—at least using stimuli known to elicit awe in an experimental setting.


Author(s):  
Ancella Hendrika ◽  
Clara Theresia ◽  
Thedy Yogasara

One of the technologies that people are starting to get interested in is virtual reality (VR). VR is widely used as a means of entertainment, even more so at this time, the e-sports industry is developing rapidly. However, the use of VR can cause cybersickness, a disease arising from sensory and perceptual mismatches between the visual and vestibular systems. The emergence of cybersickness can be related to gender and experience using VR. There have been studies on cybersickness, but the results obtained had not come to the same conclusion. This research aims to identify the effect of gender and experience using VR, predict the timing of cybersickness by using physiological measurements, and provide recommendations that can minimize cybersickness in activities using VR. The measuring instruments used are the galvanic skin response (GSR) and a simulator sickness questionnaire (SSQ). In this study, the influence test is conducted by using ANOVA and Kruskal-Wallis to determine whether gender and experience using VR affect the potential for cybersickness. Based on the GSR measurement results, it found that gender and experiences of using VR do not affect a person's potential for cybersickness. From the result of SSQ measurement, gender does not affect the cybersickness, but the experience of using VR affected a person's potential for cybersickness. Qualitatively, cybersickness symptoms appear in the 15-20 minutes after the VR game has set in. Therefore, it is recommended to limit the usage of VR to less than 15 to 20 minutes per session. Keywords: cybersickness, galvanic skin response (GSR), simulator sickness questionnaire (SSQ), virtual reality


2020 ◽  
Author(s):  
Moein Razavi ◽  
Takashi Yamauchi ◽  
Vahid Janfaza ◽  
Anton Leontyev ◽  
Shanle Longmire-Monford ◽  
...  

AbstractThe human mind is multimodal. Yet most behavioral studies rely on century-old measures of behavior - task accuracy and latency (response time). Multimodal and multisensory analysis of human behavior creates a better understanding of how the mind works. The problem is that designing and implementing these experiments is technically complex and costly. This paper introduces versatile and economical means of developing multimodal-multisensory human experiments. We provide an experimental design framework that automatically integrates and synchronizes measures including electroencephalogram (EEG), galvanic skin response (GSR), eye-tracking, virtual reality (VR), body movement, mouse/cursor motion and response time. Unlike proprietary systems (e.g., iMotions), our system is free and open-source; it integrates PsychoPy, Unity and Lab Streaming Layer (LSL). The system embeds LSL inside PsychoPy/Unity for the synchronization of multiple sensory signals - gaze motion, electroencephalogram (EEG), galvanic skin response (GSR), mouse/cursor movement, and body motion - with low-cost consumer-grade devices in a simple behavioral task designed by PsychoPy and a virtual reality environment designed by Unity. This tutorial shows a step-by-step process by which a complex multimodal-multisensory experiment can be designed and implemented in a few hours. When conducting the experiment, all of the data synchronization and recoding of the data to disk will be done automatically.


2021 ◽  
Author(s):  
Polona Caserman ◽  
Augusto Garcia-Agundez ◽  
Alvar Gámez Zerban ◽  
Stefan Göbel

AbstractCybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS ($$p<0.001$$ p < 0.001 ), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ.


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