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Other ORP type . 2022
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Using the iMotions biometric platform to compare biosensor data from two virtual reality serious games

Authors: Haapasaari, Jussi;

Using the iMotions biometric platform to compare biosensor data from two virtual reality serious games

Abstract

This thesis aimed to find out which kinds of biosensors are available for analysing VR games and whether the eye-tracking and other biosensor data collected during a VR play session can be easily analysed with the help of the iMotions platform. Ten test subjects played two VR memory games, one of which the author of this thesis had developed. Both games had a memory card game similar to each other that had the goal of finding a few pairs of matching cards. The biosensor data of both games gathered from the test subjects was compared to find potential signs of stress. Only one of the two games had a timer of 60 seconds as an additional source of stress. The goal of the tests was to utilize the iMotions biometric platform and the Varjo VR-1 HMD to discover some noticeable changes in the players’ heart rate, skin conductance and eye movements as the stress levels rose. The results showed elevated heart rates and Galvanic Skin Response (GSR) values at the beginning of the sessions and also towards the end of the second game when the timer was running low. The eye-tracking heatmaps show that the players focused most of their attention on the center of their field of view and almost none of it outside the area where the cards were laid. Games researcher Suvi Holm was briefly interviewed about the findings, and she said the results were rational and expected.

Tämän opinnäytetyön tarkoituksena oli selvittää, millaisia biosensoreita VR-pelien analysointiin on tarjolla ja miten niistä saatua dataa voisi iMotions-alustan avulla hyödyntää VR-hyötypelien pelisessioiden analysoinnissa. Tutkimuksessa verrattiin kymmenen testihenkilön pelisessioiden biosensoridatasta saatuja eroavaisuuksia kahdesta muistin testaamiseen kehitetystä VR-pelistä, joista toista tämän opinnäytetyön kirjoittaja oli itse ollut kehittämässä. Osana molempia pelejä oli keskenään lähes samantapaiset korttimuistipelit, joissa tavoitteena oli löytää keskenään samanlaista kuvapareja. Vain toisessa peleistä oli mukana 60 sekunnin ajastin antamassa yhden ylimääräisen stressin lähteen. Testien tavoitteena oli havaita muutoksia pelaajan sykkeessä, ihon sähkönjohtavuudessa sekä silmien liikkeissä stressitason kohotessa käyttämällä apuna iMotions-alustaa sekä Varjon VR-1-laseja. Testituloksissa havaittiin merkkejä stressistä, kun pelaajien syke ja GSR olivat selvästi koholla testien alkaessa sekä toisen pelin loppupuolella, jos pelissä oleva aika oli juoksemassa vähiin. Silmänliikkeiden lämpökartoista voi havaita, että pelaajat keskittivät katseensa pääosin pelialueen korttien päälle ja vain äärimmäisen harvoin ulos korttipelin pelialueelta. Pelitutkija Suvi Holm kertoi löydöksistä kysyttäessä, että testitulokset olivat järkeviä ja odotettuja.

Country
Finland
Keywords

eye movements, Tieto- ja viestintätekniikka, memory games, fi=Tieto- ja viestintätekniikka|sv=Informations- och kommunikationsteknik|en=Information and Communications Technology|, Game and Interactive Technologies, virtual reality, memory (cognition), biosensors, games

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citations
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
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