Skip to main content

Comparing Event Related Arousal-Valence and Focus Among Different Viewing Perspectives in VR Gaming

  • Conference paper
  • First Online:
Advances in Brain Inspired Cognitive Systems (BICS 2018)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10989))

Included in the following conference series:

Abstract

Games are both a way to enjoy leisure time and to learn. Understanding how mental processes associated with gaming work at a deeper level is very important, especially with emerging technologies such as consumer VR head-mounted display systems. One approach to better understand games is through the analysis of how individual events and components of the game affect our autonomic responses. To this end, in this paper, we analyze how the component of viewing perspectives and display types affect the reaction to specific in-game events. We do this through the collection of EEG data using a consumer EEG headset. The collected values are used to calculate Arousal-Valence and Engagement indexes. Finally, these values are compared to events happening at the collection time, and the data is analyzed to identify patterns and draw conclusions from the data. This initial analysis of selected events does not identify any representative change in values amongst different displays and viewing perspectives. These results suggest that viewing perspective and display are of less importance than may be expected for our selected events, whereas other factors such as ranking play a greater role in emotional state changes.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Martončik, M.: E-Sports: playing just for fun or playing to satisfy life goals? Comput. Hum. Behav. 48, 208–211 (2015)

    Article  Google Scholar 

  2. Horta, A.S., de Almeida, L.F., Monteiro, R.C.R.V., Monteiro, D.V.: A proposal of a game for education and environmental consciousness. In: Proceedings of the 24th International Association for Management of Technology Conference (2015)

    Google Scholar 

  3. Hosťovecký, M., Babušiak, B.: Brain activity: beta wave analysis of 2D and 3D serious games using EEG. JAMSI 13, 39–53 (2017)

    MATH  Google Scholar 

  4. Nacke, L.E.: Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction. In: Proceedings of the International Academic Conference on the Future of Game Design and Technology, pp. 159–166 (2010)

    Google Scholar 

  5. Denisova, A., Cairns, P.: First person vs. third person perspective in digital games. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, CHI 2015, pp. 145–148 (2015)

    Google Scholar 

  6. Monteiro, D., Liang, H., Xu, W., Brucker, M., Yue, Y.: Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third-person viewing perspectives. Comput. Animat. Virtual Worlds 29, e1830 (2018)

    Article  Google Scholar 

  7. Medina, E., Fruland, R., Weghorst, S.: VIRTUSPHERE: walking in a human size VR “hamster ball”. In: Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting, New York, NY, USA, pp. 2102–2106 (2008)

    Google Scholar 

  8. Kallinen, K., Salminen, M., Ravaja, N., Kedzior, R., Sääksjärvi, M.: Presence and emotion in computer game players during 1st person vs. 3rd person playing view: evidence from self-report, eye-tracking, and facial muscle activity data. In: Proceedings of the Presence, pp. 187–190 (2007)

    Google Scholar 

  9. Cummings, J.J., Bailenson, J.N.: How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychol. 19, 272–309 (2016)

    Article  Google Scholar 

  10. Kivikangas, J.M., Ekman, I., Chanel, G., Järvelä, S., Cowley, B., Henttonen, P., Ravaja, N.: Review on psychophysiological methods in game research. In: Proceedings of the 1st Nordic DiGRA (2010)

    Google Scholar 

  11. Liu, N.H., Chiang, C.Y., Chu, H.C.: Recognizing the degree of human attention using EEG signals from mobile sensors. Sensors 13, 10273–10286 (2013)

    Article  Google Scholar 

  12. Balconi, M., Lucchiari, C.: Consciousness and arousal effects on emotional face processing as revealed by brain oscillations: a gamma band analysis. Int. J. Psychophysiol. 67, 41–46 (2008)

    Article  Google Scholar 

  13. Güntekin, B., Başar, E.: Review of evoked and event-related delta responses in the human brain. Int. J. Psychophysiol. 103, 43–52 (2016)

    Article  Google Scholar 

  14. Kosunen, I., Salminen, M., Järvelä, S., Ruonala, A., Ravaja, N., Jacucci, G.: RelaWorld: neuroadaptive and immersive virtual reality meditation system. In: IUI 2016, pp. 208–217 (2016)

    Google Scholar 

  15. Shin, D., Lee, G., Shin, D., Shin, D.: Mental state measurement system using EEG analysis. In: Park, J.J., Pan, Y., Kim, C.-S., Yang, Y. (eds.) Future Information Technology. LNEE, vol. 309, pp. 451–456. Springer, Heidelberg (2014). https://doi.org/10.1007/978-3-642-55038-6_70

    Chapter  Google Scholar 

  16. Knyazev, G.G.: EEG delta oscillations as a correlate of basic homeostatic and motivational processes. Neurosci. Biobehav. Rev. 36, 677–695 (2012)

    Article  Google Scholar 

  17. McMahan, T., Parberry, I., Parsons, T.D.: Evaluating player task engagement and arousal using electroencephalography. Proc. Manuf. 3, 2303–2310 (2015)

    Google Scholar 

  18. Pope, A.T., Bogart, E.H., Bartolome, D.S.: Biocybernetic system evaluates indices of operator engagement in automated task. Biol. Psychol. 40, 187–195 (1995)

    Article  Google Scholar 

  19. Petrantonakis, P.C., Hadjileontiadis, L.J.: Emotion recognition from brain signals using hybrid adaptive filtering and higher order crossings analysis. IEEE Trans. Affect. Comput. 1, 81–97 (2010)

    Article  Google Scholar 

  20. Thirunavukkarasu, G.S., Abdi, H., Mohajer, N.: A smart HMI for driving safety using emotion prediction of EEG signals. In: Proceedings of the IEEE International Conference on Systems, Man, and Cybernetics, pp. 004148–004153 (2016)

    Google Scholar 

  21. Hassib, M., Schneegass, S., Eiglsperger, P., Henze, N., Schmidt, A., Alt, F.: EngageMeter. In: Proceedings of the CHI Conference on Human Factors in Computing Systems, CHI 2017, pp. 5114–5119. ACM Press, New York (2017)

    Google Scholar 

  22. Krigolson, O.E., Williams, C.C., Norton, A., Hassall, C.D., Colino, F.L.: Choosing MUSE: validation of a low-cost, portable EEG system for ERP research. Front. Neurosci. 11, 1–10 (2017)

    Article  Google Scholar 

  23. Mondéjar, T., Hervás, R., Johnson, E., Gutierrez, C., Latorre, J.M.: Correlation between videogame mechanics and executive functions through EEG analysis. J. Biomed. Inform. 63, 131–140 (2016)

    Article  Google Scholar 

  24. Gorisse, G., Christmann, O., Amato, E.A., Richir, S.: First- and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users. Front. Robot. AI 4, 1–12 (2017)

    Article  Google Scholar 

  25. Debarba, H.G., Bovet, S., Salomon, R., Blanke, O., Herbelin, B., Boulic, R.: Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality. PLoS ONE 12, 1–19 (2017)

    Google Scholar 

  26. Salminen, M., Ravaja, N.: Oscillatory brain responses evoked by video game events: the case of Super Monkey Ball 2. CyberPsychol. Behav. 10, 330–338 (2007)

    Article  Google Scholar 

  27. Makransky, G., Terkildsen, T.S., Mayer, R.E.: Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learn. Instr. 0–1 (2017)

    Google Scholar 

  28. Kober, S.E., Kurzmann, J., Neuper, C.: Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: an EEG study. Int. J. Psychophysiol. 83, 365–374 (2012)

    Article  Google Scholar 

  29. Clemente, M., Rodríguez, A., Rey, B., Alcañiz, M.: Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Syst. Appl. 41, 1584–1592 (2014)

    Article  Google Scholar 

  30. Iwata, S.: The 72nd annual general meeting of shareholders Q&A. https://www.nintendo.co.jp/ir/en/stock/meeting/120628qa/index.html

  31. Dolphin VR: Dolphin VR – a gamecube and WII emulator with VR support. https://dolphinvr.wordpress.com/

  32. Ren, J., Jiang, J., Feng, Y.: Activity-driven content adaptation for effective video summarization. J. Vis. Commun. Image Represent. 21, 930–938 (2010)

    Article  Google Scholar 

  33. Chen, J., Ren, J., Jiang, J.: Modelling of content-aware indicators for effective determination of shot boundaries in compressed MPEG videos. Multimed. Tools Appl. 54, 219–239 (2011)

    Article  Google Scholar 

  34. Ren, J., Jiang, J.: Hierarchical modeling and adaptive clustering for real-time summarization of rush videos. IEEE Trans. Multimed. 11, 906–917 (2009)

    Article  Google Scholar 

Download references

Acknowledgements

We would like to thank the participants for their time. This research was partially funded by the XJTLU Key Program Special Fund (KSF-A-03) and the XJTLU Research Development Fund.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Hai-Ning Liang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Monteiro, D., Liang, HN., Zhao, Y., Abel, A. (2018). Comparing Event Related Arousal-Valence and Focus Among Different Viewing Perspectives in VR Gaming. In: Ren, J., et al. Advances in Brain Inspired Cognitive Systems. BICS 2018. Lecture Notes in Computer Science(), vol 10989. Springer, Cham. https://doi.org/10.1007/978-3-030-00563-4_75

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-00563-4_75

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-00562-7

  • Online ISBN: 978-3-030-00563-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics