Effects of heightened sensory feedback to presence and arousal in virtual driving simulators

Myonghee Lee, Jeonghyun Kim

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Citations (Scopus)

Abstract

Driving simulation and training is one of the most typical applications of virtual reality (VR). This paper compares a VR based driving simulator to a desktop based one in terms of the level of user-felt presence and induced arousal. In particular, as the right level of arousal is important in learning and training, we focus on whether there is any difference in the level of arousal induced when different amounts of sensory feedback are given. An experiment was conducted in which subjects experienced two different driving simulators, VR-based (high amount of sensory stimulation) and desktop-based (low), under three different driving conditions (nominal/calm driving, driving on the curve, and driving through a collision accident). The level of presence was measured using a questionnaire, and arousal, indirectly through the galvanic skin response (GSR) and heart rate. Assuming that those physiological signals reflected the level of arousal of the user, our experimental results showed that while the level of presence was higher with the VR-based set up, no significant differences were found for arousal between the two system set ups. Arousal was dependent only on the task conditions. For one, this is contrary to several previous works [Meehan et al. 1998][Brogni et al. 2006] that had identified physiological signals (such as heart rate and GSR), as a reliable measure of presence. Even though VR simulators may not generate a differentiated amount of arousal, the training may still be effective for physical/spatial tasks (such as driving) due to other factors such as a large field of view and stereoscopy. However, for training of logical tasks, the cost to benefit ratio of VR based simulators may be too high.

Original languageEnglish
Title of host publicationProceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Pages151-156
Number of pages6
DOIs
Publication statusPublished - 2009 Dec 1
EventVRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry - Yokohama, Japan
Duration: 2009 Dec 142009 Dec 15

Other

OtherVRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry
CountryJapan
CityYokohama
Period09/12/1409/12/15

Fingerprint

Sensory feedback
Virtual reality
Simulators
Skin
Accidents
Costs

Keywords

  • Arousal
  • Driving simulators
  • Galvanic skin response (GSR)
  • Heart rate
  • Presence
  • Training
  • Virtual reality

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Science Applications

Cite this

Lee, M., & Kim, J. (2009). Effects of heightened sensory feedback to presence and arousal in virtual driving simulators. In Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry (pp. 151-156) https://doi.org/10.1145/1670252.1670285

Effects of heightened sensory feedback to presence and arousal in virtual driving simulators. / Lee, Myonghee; Kim, Jeonghyun.

Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry. 2009. p. 151-156.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Lee, M & Kim, J 2009, Effects of heightened sensory feedback to presence and arousal in virtual driving simulators. in Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry. pp. 151-156, VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry, Yokohama, Japan, 09/12/14. https://doi.org/10.1145/1670252.1670285
Lee M, Kim J. Effects of heightened sensory feedback to presence and arousal in virtual driving simulators. In Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry. 2009. p. 151-156 https://doi.org/10.1145/1670252.1670285
Lee, Myonghee ; Kim, Jeonghyun. / Effects of heightened sensory feedback to presence and arousal in virtual driving simulators. Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry. 2009. pp. 151-156
@inproceedings{b8a69fe619624f1796f0db965e6b56fc,
title = "Effects of heightened sensory feedback to presence and arousal in virtual driving simulators",
abstract = "Driving simulation and training is one of the most typical applications of virtual reality (VR). This paper compares a VR based driving simulator to a desktop based one in terms of the level of user-felt presence and induced arousal. In particular, as the right level of arousal is important in learning and training, we focus on whether there is any difference in the level of arousal induced when different amounts of sensory feedback are given. An experiment was conducted in which subjects experienced two different driving simulators, VR-based (high amount of sensory stimulation) and desktop-based (low), under three different driving conditions (nominal/calm driving, driving on the curve, and driving through a collision accident). The level of presence was measured using a questionnaire, and arousal, indirectly through the galvanic skin response (GSR) and heart rate. Assuming that those physiological signals reflected the level of arousal of the user, our experimental results showed that while the level of presence was higher with the VR-based set up, no significant differences were found for arousal between the two system set ups. Arousal was dependent only on the task conditions. For one, this is contrary to several previous works [Meehan et al. 1998][Brogni et al. 2006] that had identified physiological signals (such as heart rate and GSR), as a reliable measure of presence. Even though VR simulators may not generate a differentiated amount of arousal, the training may still be effective for physical/spatial tasks (such as driving) due to other factors such as a large field of view and stereoscopy. However, for training of logical tasks, the cost to benefit ratio of VR based simulators may be too high.",
keywords = "Arousal, Driving simulators, Galvanic skin response (GSR), Heart rate, Presence, Training, Virtual reality",
author = "Myonghee Lee and Jeonghyun Kim",
year = "2009",
month = "12",
day = "1",
doi = "10.1145/1670252.1670285",
language = "English",
isbn = "9781605589121",
pages = "151--156",
booktitle = "Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry",

}

TY - GEN

T1 - Effects of heightened sensory feedback to presence and arousal in virtual driving simulators

AU - Lee, Myonghee

AU - Kim, Jeonghyun

PY - 2009/12/1

Y1 - 2009/12/1

N2 - Driving simulation and training is one of the most typical applications of virtual reality (VR). This paper compares a VR based driving simulator to a desktop based one in terms of the level of user-felt presence and induced arousal. In particular, as the right level of arousal is important in learning and training, we focus on whether there is any difference in the level of arousal induced when different amounts of sensory feedback are given. An experiment was conducted in which subjects experienced two different driving simulators, VR-based (high amount of sensory stimulation) and desktop-based (low), under three different driving conditions (nominal/calm driving, driving on the curve, and driving through a collision accident). The level of presence was measured using a questionnaire, and arousal, indirectly through the galvanic skin response (GSR) and heart rate. Assuming that those physiological signals reflected the level of arousal of the user, our experimental results showed that while the level of presence was higher with the VR-based set up, no significant differences were found for arousal between the two system set ups. Arousal was dependent only on the task conditions. For one, this is contrary to several previous works [Meehan et al. 1998][Brogni et al. 2006] that had identified physiological signals (such as heart rate and GSR), as a reliable measure of presence. Even though VR simulators may not generate a differentiated amount of arousal, the training may still be effective for physical/spatial tasks (such as driving) due to other factors such as a large field of view and stereoscopy. However, for training of logical tasks, the cost to benefit ratio of VR based simulators may be too high.

AB - Driving simulation and training is one of the most typical applications of virtual reality (VR). This paper compares a VR based driving simulator to a desktop based one in terms of the level of user-felt presence and induced arousal. In particular, as the right level of arousal is important in learning and training, we focus on whether there is any difference in the level of arousal induced when different amounts of sensory feedback are given. An experiment was conducted in which subjects experienced two different driving simulators, VR-based (high amount of sensory stimulation) and desktop-based (low), under three different driving conditions (nominal/calm driving, driving on the curve, and driving through a collision accident). The level of presence was measured using a questionnaire, and arousal, indirectly through the galvanic skin response (GSR) and heart rate. Assuming that those physiological signals reflected the level of arousal of the user, our experimental results showed that while the level of presence was higher with the VR-based set up, no significant differences were found for arousal between the two system set ups. Arousal was dependent only on the task conditions. For one, this is contrary to several previous works [Meehan et al. 1998][Brogni et al. 2006] that had identified physiological signals (such as heart rate and GSR), as a reliable measure of presence. Even though VR simulators may not generate a differentiated amount of arousal, the training may still be effective for physical/spatial tasks (such as driving) due to other factors such as a large field of view and stereoscopy. However, for training of logical tasks, the cost to benefit ratio of VR based simulators may be too high.

KW - Arousal

KW - Driving simulators

KW - Galvanic skin response (GSR)

KW - Heart rate

KW - Presence

KW - Training

KW - Virtual reality

UR - http://www.scopus.com/inward/record.url?scp=76749148669&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=76749148669&partnerID=8YFLogxK

U2 - 10.1145/1670252.1670285

DO - 10.1145/1670252.1670285

M3 - Conference contribution

AN - SCOPUS:76749148669

SN - 9781605589121

SP - 151

EP - 156

BT - Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry

ER -