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The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-1503-8856
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0002-9527-4594
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-3639-9327
2023 (Engelska)Ingår i: Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022 / [ed] A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch, Springer Science+Business Media B.V., 2023, Vol. 1815, s. 203-221Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Thanks to its effectiveness, electrodermal activity (EDA) has been previously included as an evaluation metric, within analyses of user experience. In this study, the phasic component of participants’ EDA data is examined in relation to their reported experiences when playing a set of virtual reality games, that featured the HTC Vive and Leap Motion controllers for input. Two models are used in the analysis of the phasic component: a deconvolution model and a convex optimization model. Despite having significant differences in their player experiences, results indicate that there are not many significant differences in the phasic component data. Even if some weak correlations were found, the majority of results show no linear correlations between the phasic component data and the reported experience variables. This shows that the phasic component of EDA data should be further investigated in conjunction with other psychophysiological signals because it has only recently demonstrated a weak link with player experience. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Ort, förlag, år, upplaga, sidor
Springer Science+Business Media B.V., 2023. Vol. 1815, s. 203-221
Serie
Communications in Computer and Information Science (CCIS), ISSN 1865-0929, E-ISSN 1865-0937 ; 1815
Nyckelord [en]
Convex optimization, cvxEDA, Deconvolution, Electrodermography, Game experience, HTC vive, Leap motion, Phasic component, Virtual reality, Electrodes, Convex optimisation, Deconvolutions, Electrodermal activity, Player experience
Nationell ämneskategori
Datavetenskap (datalogi)
Identifikatorer
URN: urn:nbn:se:bth-25625DOI: 10.1007/978-3-031-45725-8_10ISI: 001302630600010Scopus ID: 2-s2.0-85175987021ISBN: 9783031457241 (tryckt)OAI: oai:DiVA.org:bth-25625DiVA, id: diva2:1812840
Konferens
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022
Ingår i projekt
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications, KK-stiftelsenHINTS – Intelligenta verkligheter med människan i centrum
Forskningsfinansiär
KK-stiftelsen, 20170056KK-stiftelsen, 20220068Tillgänglig från: 2023-11-17 Skapad: 2023-11-17 Senast uppdaterad: 2025-10-28Bibliografiskt granskad
Ingår i avhandling
1. Psychophysiological Interaction: Symbiosis Between Players and Video Games
Öppna denna publikation i ny flik eller fönster >>Psychophysiological Interaction: Symbiosis Between Players and Video Games
2025 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Psychophysiological interaction offers the opportunity of delivering unique and innovative experiences that synergize with human physiological and psychological nature. Even though several publications have explored the use of psychophysiological interaction in video games in the past, there is still a set of challenges associated with its suitability for commercial entertainment games, and with the assessment of its relationship with the perceived player experience.

This dissertation explores psychophysiological interaction and its implementation within entertainment video games. It presents a review of multiple physiological methods, such as eye tracking, electrodermal activity, or electroencephalography, and discusses the possibilities and challenges that these methodologies offer for the design and implementation of natural user interaction techniques. The dissertation presents a set of user studies that evaluated the efficiency of psychophysiological interaction in desktop and virtual reality video games, and statistically assessed how the variations of player physiological data may relate to their respective changes in the perceived player experience. The dissertation also offers a set of ethical and methodological guidelines for the appropriate design of novel interaction techniques, and for the safe exposure of physiological sensors and virtual reality technologies to the general public.

The results obtained from this research show that the implementation of psychophysiological interaction in entertainment video games tends to positively affect player experience. However, this benefit comes as a tradeoff to player performance and their perceived sense of control. Additionally, the variations in electrodermal activity data, specifically in the skin conductance level, showed a tendency to correlate with negative player experience variables. Finally, psychophysiological interaction should be consistent with the natural behavior and reactions from players, and should be complementary to more traditional game interaction technologies.

Ort, förlag, år, upplaga, sidor
Karlskrona: Blekinge Tekniska Högskola, 2025. s. 100
Serie
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:13
Nyckelord
Psychophysiology, Biofeedback, Natural User Interaction, Video Games, Virtual Reality, Player Experience
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-28823 (URN)978-91-7295-514-1 (ISBN)
Disputation
2025-12-10, J1630, Valhallavägen 1, Karlskrona, 09:00 (Engelska)
Opponent
Handledare
Forskningsfinansiär
KK-stiftelsen, 20220068KK-stiftelsen, 20170056
Tillgänglig från: 2025-11-05 Skapad: 2025-10-28 Senast uppdaterad: 2025-11-19Bibliografiskt granskad

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Navarro, DiegoGarro, ValeriaSundstedt, Veronica

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