“…The question, "I felt afraid while watching this video", was designed to measure fear directly. The question, "I felt nervous while watching this video", was designed to measure anxiety, a state associated with fear during horror media [46]. Participants responded to both questions on a five-point Likert scale of agreement.…”
The proliferation of head-mounted displays (HMD) in the market means that cinematic virtual reality (CVR) is an increasingly popular format. We explore several metrics that may indicate advantages and disadvantages of CVR compared to traditional viewing formats such as TV. We explored the consumption of panoramic videos in three different display systems: a HMD, a SurroundVideo+ (SV+), and a standard 16:9 TV. The SV+ display features a TV with projected peripheral content. A between-groups experiment of 63 participants was conducted, in which participants watched panoramic videos in one of these three display conditions. Aspects examined in the experiment were spatial awareness, narrative engagement, enjoyment, memory, fear, attention, and a viewer's concern about missing something. Our results indicated that the HMD offered a significant benefit in terms of enjoyment and spatial awareness, and our SV+ display offered a significant improvement in enjoyment over traditional TV. We were unable to confirm the work of a previous study that showed incidental memory may be lower in a HMD over a TV. Drawing attention and a viewer's concern about missing something were also not significantly different between display conditions. It is clear that passive media viewing consists of a complex interplay of factors, such as the media itself, the characteristics of the display, as well as human aspects including perception and attention. While passive media viewing presents many challenges for evaluation, identifying a number of broadly applicable metrics will aid our understanding of these experiences, and allow the creation of better, more engaging CVR content and displays.
“…The question, "I felt afraid while watching this video", was designed to measure fear directly. The question, "I felt nervous while watching this video", was designed to measure anxiety, a state associated with fear during horror media [46]. Participants responded to both questions on a five-point Likert scale of agreement.…”
The proliferation of head-mounted displays (HMD) in the market means that cinematic virtual reality (CVR) is an increasingly popular format. We explore several metrics that may indicate advantages and disadvantages of CVR compared to traditional viewing formats such as TV. We explored the consumption of panoramic videos in three different display systems: a HMD, a SurroundVideo+ (SV+), and a standard 16:9 TV. The SV+ display features a TV with projected peripheral content. A between-groups experiment of 63 participants was conducted, in which participants watched panoramic videos in one of these three display conditions. Aspects examined in the experiment were spatial awareness, narrative engagement, enjoyment, memory, fear, attention, and a viewer's concern about missing something. Our results indicated that the HMD offered a significant benefit in terms of enjoyment and spatial awareness, and our SV+ display offered a significant improvement in enjoyment over traditional TV. We were unable to confirm the work of a previous study that showed incidental memory may be lower in a HMD over a TV. Drawing attention and a viewer's concern about missing something were also not significantly different between display conditions. It is clear that passive media viewing consists of a complex interplay of factors, such as the media itself, the characteristics of the display, as well as human aspects including perception and attention. While passive media viewing presents many challenges for evaluation, identifying a number of broadly applicable metrics will aid our understanding of these experiences, and allow the creation of better, more engaging CVR content and displays.
“…It can work with noisy data and missing data in dataset. C4.5 is one of the preeminent inductive inference algorithms and has been successfully applied to affective computing tasks [4,22,56]. In our research, the multiple EEG features are classified into low/high arousal (or low/high valence) by performing a gender-specific classification task as follows:…”
Section: The System For Correlation Analysis and Inferring Arousal-vamentioning
“…Scheirer et al [14] Skin conductivity, blood pressure and mouse patterns for affective analysis Sakurazawa et al [15] Skin conductance response as emotional state detector Mandryk et al [16][17][18][19] Efficiency of several physiological measures Hazlett and L. [20] Facial electromyography Nacke and Lindley [21], Nacke et al [22,23] Multiple measures and flow between affective states Perez Martínez et al [24] Generality of physiological features Ravaja et al [25], Drachen et al [26], Levillain et al [27], Wu and Lin [28], Gualeni et al [29], Vachiratamporn et al [30], Martey et al [31], Abhishek and Suma [32], Landowska and Wróbel [33], Li et al [34] Applications of physiological measures Giakoumis et al [35] Automated boredom detection Chanel et al [36,37], Nogueira et al [38] Machine-learning classifiers for emotional states Jones and Sutherland [39] Emotion detection from player's voice Garner and Grimshaw [40], Nacke et al [41], Nacke and Grimshaw [42] Effect of the sound in players' fear level Christy and Kuncheva [43] Computer mouse with affective detection Going a step further, Nacke and Lindley [21], Nacke et al [22,23] studied how to measure the global player experience while playing a game analysing the same physiological metrics as before: electromyography, electrodermal activity and so on. Regarding the player experience, the authors measured the flow between varied affective states, such as anxiety, apathy and boredom.…”
Section: Paper(s) Topicmentioning
confidence: 99%
“…There are many other papers that use and study those physiological factors as well, although they describe primarily the application of these factor to varied games and/or learning methods: Ravaja et al [25], Drachen et al [26], Levillain et al [27], Wu and Lin [28], Gualeni et al [29], Vachiratamporn et al [30], Martey et al [31], Abhishek and Suma [32], Landowska and Wróbel [33], Li et al [34], Giakoumis et al [35] with the automated boredom detection, Chanel et al [36,37] presenting a classifier for emotional classes, and Nogueira et al [38] with a classifier of different levels of arousal and valence.…”
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