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Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions

The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in th...

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Autor principal: Daşdemir, Yaşar
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10670519/
https://www.ncbi.nlm.nih.gov/pubmed/37998573
http://dx.doi.org/10.3390/diagnostics13223437
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author Daşdemir, Yaşar
author_facet Daşdemir, Yaşar
author_sort Daşdemir, Yaşar
collection PubMed
description The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in this field has been hindered by the lack of sufficient benchmark datasets. In pursuit of this objective, we meticulously compiled a comprehensive dataset by analyzing the impact of virtual reality (VR) environments on CS, immersion levels, and EEG-based emotion estimation. Our dataset encompasses both implicit and explicit measurements. Implicit measurements focus on brain signals, while explicit measurements are based on participant questionnaires. These measurements were used to collect data on the extent of cybersickness experienced by participants in VEs. Using statistical methods, we conducted a comparative analysis of CS levels in VEs tailored for specific tasks and their immersion factors. Our findings revealed statistically significant differences between VEs, highlighting crucial factors influencing participant engagement, engrossment, and immersion. Additionally, our study achieved a remarkable classification performance of 96.25% in distinguishing brain oscillations associated with VR scenes using the multi-instance learning method and 95.63% in predicting emotions within the valence-arousal space with four labels. The dataset presented in this study holds great promise for objectively evaluating CS in VR contexts, differentiating between VEs, and providing valuable insights for future research endeavors.
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spelling pubmed-106705192023-11-13 Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions Daşdemir, Yaşar Diagnostics (Basel) Article The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in this field has been hindered by the lack of sufficient benchmark datasets. In pursuit of this objective, we meticulously compiled a comprehensive dataset by analyzing the impact of virtual reality (VR) environments on CS, immersion levels, and EEG-based emotion estimation. Our dataset encompasses both implicit and explicit measurements. Implicit measurements focus on brain signals, while explicit measurements are based on participant questionnaires. These measurements were used to collect data on the extent of cybersickness experienced by participants in VEs. Using statistical methods, we conducted a comparative analysis of CS levels in VEs tailored for specific tasks and their immersion factors. Our findings revealed statistically significant differences between VEs, highlighting crucial factors influencing participant engagement, engrossment, and immersion. Additionally, our study achieved a remarkable classification performance of 96.25% in distinguishing brain oscillations associated with VR scenes using the multi-instance learning method and 95.63% in predicting emotions within the valence-arousal space with four labels. The dataset presented in this study holds great promise for objectively evaluating CS in VR contexts, differentiating between VEs, and providing valuable insights for future research endeavors. MDPI 2023-11-13 /pmc/articles/PMC10670519/ /pubmed/37998573 http://dx.doi.org/10.3390/diagnostics13223437 Text en © 2023 by the author. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Daşdemir, Yaşar
Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
title Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
title_full Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
title_fullStr Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
title_full_unstemmed Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
title_short Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
title_sort classification of emotional and immersive outcomes in the context of virtual reality scene interactions
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10670519/
https://www.ncbi.nlm.nih.gov/pubmed/37998573
http://dx.doi.org/10.3390/diagnostics13223437
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