Abstract
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.
This work has been funded partly by the Knowledge Foundation, Sweden, through the ViaTecH-Synergy project (contract 20170056), and the Human-Centered Intelligent Realities (HINTS) Profile project (contract 20220068).
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Navarro, D., Garro, V., Sundstedt, V. (2023). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component. In: de Sousa, A.A., et al. Computer Vision, Imaging and Computer Graphics Theory and Applications. VISIGRAPP 2022. Communications in Computer and Information Science, vol 1815. Springer, Cham. https://doi.org/10.1007/978-3-031-45725-8_10
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