Date post: | 22-Jan-2018 |
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Data & Analytics |
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EECS 4471 |VIRTUAL REALITY
Variance of Physiological Fear
Response with Respect to
Immersion
Measuring presence in
VEs using heartbeat
rate
Presence - /prezəns/ (noun)
subjective psychological response of user to the virtual
environment.
Immersion - /iˈmərSHən/ (noun)
objective level of sensory fidelity a VR system
provides.
Independent
Variables:
Various
Measured
Conditions
HYP#1:
Highest fear and presence for the
Oculus Rift with Speakers.
HYP#2:
The objective measures matches
the questionnaires.
Samsung PC monitor 60Hz refresh rate
Oculus Rift DK2
Samsung personal computer
Arduino UNO
Infrared “Pulse sensor” heartbeat sensor (bpm)
Python for recording and plotting
Total: 16 participants
6 females
10 males *mainly computer science majors
*ages 19 to 24
Each user was allowed to try the system for 4-5
minutes.
Welcome user
Informed consent
Demographic questionnaire
Familiarize with equipment
Allow user to explore interface
Hook heartbeat sensors
Instruct user go through task
Record measurements and observations
Post-test questionnaire
Users were instructed to look at moon
Users were instructed to approach the church steps.
Users were instructed to search the church for a
monster. Once found, they were told to back away
from the monster, and exit the opposite door.
Outside the door & once in the forest, they were told
that there are two creatures in the forest, one in the
tree tops and one on the ground, and to find both of
them.
The
Software development was
done in Unity 3D
Experiment
Results & Analysis
Why not add the graphs?
Why not add the graphs?
Discussion
• Are questionnaires still useful?
• How can we maximize presence?
Summary
• Fear was maximum in most
immersive environments
• Objective measures confirmed the
subjective questionnaires