2019
DOI: 10.1007/978-3-030-23528-4_60
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Study of Eye Gaze and Presence Effect in Virtual Reality

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Cited by 7 publications
(4 citation statements)
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“…These include the central nervous system via so-called brain-computer interfaces (e.g., Electroencephalography (EEG), functional nearinfrared spectroscopy, and functional magnetic resonance imaging), as well as the peripheral nervous system (e.g., Electrocardiography (ECG), Electrodermal activity (EDA), electromyogram, respiratory measurements, facial tracking, skin temperature), and lastly also audio/visual activity (e.g., eye tracking, blinking, and pupil dilation). Recent innovations in these domains led to works investigating the use of physiological measures to assess stress [132], concentration [133], engagement [134], emotions [135], immersion [136], [74], and user experience [137]. Drachen et al [138] investigated the correlation between Heart rate (HR) derived from ECG, EDA values, and PX while playing three different firstperson shooter games for 20 minutes each.…”
Section: Psycho-physiological Assessmentsmentioning
confidence: 99%
“…These include the central nervous system via so-called brain-computer interfaces (e.g., Electroencephalography (EEG), functional nearinfrared spectroscopy, and functional magnetic resonance imaging), as well as the peripheral nervous system (e.g., Electrocardiography (ECG), Electrodermal activity (EDA), electromyogram, respiratory measurements, facial tracking, skin temperature), and lastly also audio/visual activity (e.g., eye tracking, blinking, and pupil dilation). Recent innovations in these domains led to works investigating the use of physiological measures to assess stress [132], concentration [133], engagement [134], emotions [135], immersion [136], [74], and user experience [137]. Drachen et al [138] investigated the correlation between Heart rate (HR) derived from ECG, EDA values, and PX while playing three different firstperson shooter games for 20 minutes each.…”
Section: Psycho-physiological Assessmentsmentioning
confidence: 99%
“…Moreover, increased attention levels have been shown to reduce blink frequency [127], as have more positive affective states [124]. Eye gaze information has also been linked to concentration levels and sense of presence in immersive environments [128]. More recently, pupillometry (more specifically, pupil dilation) was used to assess cognitive load in VR with uncontrolled scene lighting [129].…”
Section: Eye Trackingmentioning
confidence: 99%
“…From the EOG signals, we extracted eye blink and saccade rate measures using the EOG event recognizer toolbox (Toivanen et al, 2015). Eye blinks have been used to predict cybersickness (Dennison et al, 2016) and saccades could be indicative of user frustration (Bitkina et al, 2021) and sense of presence in immersive virtual environment (Ju et al, 2019). Saccades correspond to rapid and simultaneous movements of both eyes while fixing in the same direction.…”
Section: Eog Featuresmentioning
confidence: 99%