Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming

要旨

User experience estimation of VR exergame players by recognising their affective state could enable us to personalise and optimise their experience. Affect recognition based on psychophysiological measurements has been successful for moderate intensity activities. High intensity VR exergames pose challenges as the effects of exercise and VR headsets interfere with those measurements. We present two experiments that investigate the use of different sensors for affect recognition in a VR exergame. The first experiment compares the impact of physical exertion and gamification on psychophysiological measurements during rest, conventional exercise, VR exergaming, and sedentary VR gaming. The second experiment compares underwhelming, overwhelming and optimal VR exergaming scenarios. We identify gaze fixations, eye blinks, pupil diameter and skin conductivity as psychophysiological measures suitable for affect recognition in VR exergaming and analyse their utility in determining affective valence and arousal. Our findings provide guidelines for researchers of affective VR exergames.

キーワード
VR exergaming, affect recognition, psychophysiological correlates, high intensity exercise
著者
Soumya C. Barathi
University of Bath, Bath, United Kingdom
Michael Proulx
University of Bath, Bath, United Kingdom
Eamonn O'Neill
University of Bath, Bath, United Kingdom
Christof Lutteroth
University of Bath, Bath, United Kingdom
DOI

10.1145/3313831.3376596

論文URL

https://doi.org/10.1145/3313831.3376596

動画

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: Moving in virtual games

Paper session
313B O'AHU
5 件の発表
2020-04-28 20:00:00
2020-04-28 21:15:00
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