Classification of VR-Gaming Difficulty Induced Stress Levels using Physiological (EEG & ECG) Signals and Machine Learning

dc.contributor.authorPratiher, Sawon
dc.contributor.authorRadhakrishnan, Ananth
dc.contributor.authorSahoo, Karuna P.
dc.contributor.authorAlam, Sazedul
dc.contributor.authorKerick, Scott E.
dc.contributor.authorBanerjee, Nilanjan
dc.contributor.authorGhosh, Nirmalya
dc.contributor.authorPatra, Amit
dc.date.accessioned2021-12-09T18:51:21Z
dc.date.available2021-12-09T18:51:21Z
dc.date.issued2021-11-08
dc.description.abstractPhysiological sensing has long been an indispensable fixture for virtual reality (VR) gaming studies. Moreover, VR induced stressors are increasingly being used to assess the impact of stress on an individual’s health and well-being. This study discusses the results of experimental research comprising multimodal physiological signal acquisition from 31 participants during a Go/No-Go VR-based shooting exercise where participants had to shoot the enemy and spare the friendly targets. The study encompasses multiple sessions, including orientation, thresholding, and shooting. The shooting sessions consist of tasks under low & high difficulty induced stress conditions with in-between baseline segments. Machine learning (ML) performance with heart rate variability (HRV) from electrocardiogram (ECG) and electroencephalogram (EEG) features outperform the prevalent methods for four different VR gaming difficulty-induced stress (GDIS) classification problems (CPs). Further, the significance of the HRV predictors and different brain region activations from EEG is deciphered using statistical hypothesis testing (SHT). The ablation study shows the efficacy of multimodal physiological sensing for different gaming difficulty-induced stress classification problems (GDISCPs) in a VR shooting task.en_US
dc.description.sponsorshipUS Army Research Laben_US
dc.description.urihttps://www.techrxiv.org/articles/preprint/Classification_of_VR-Gaming_Difficulty_Induced_Stress_Levels_using_Physiological_EEG_ECG_Signals_and_Machine_Learning/16873471en_US
dc.format.extent16 pagesen_US
dc.genrejournal articlesen_US
dc.genrepreprintsen_US
dc.identifierdoi:10.13016/m24mnx-871b
dc.identifier.citationPratiher, Sawon et al.; Classification of VR-Gaming Difficulty Induced Stress Levels using Physiological (EEG & ECG) Signals and Machine Learning; IEEE Transactions on Affective Computing, 8 November, 2021;en_US
dc.identifier.urihttps://dx.doi.org/10.36227/techrxiv.16873471.v1
dc.identifier.urihttp://hdl.handle.net/11603/23567
dc.language.isoen_USen_US
dc.publisherIEEEen_US
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department Collection
dc.relation.ispartofUMBC Faculty Collection
dc.relation.ispartofUMBC Student Collection
dc.rightsThis item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author.en_US
dc.rightsPublic Domain Mark 1.0*
dc.rightsThis work was written as part of one of the author's official duties as an Employee of the United States Government and is therefore a work of the United States Government. In accordance with 17 U.S.C. 105, no copyright protection is available for such works under U.S. Law.
dc.rights.urihttp://creativecommons.org/publicdomain/mark/1.0/*
dc.titleClassification of VR-Gaming Difficulty Induced Stress Levels using Physiological (EEG & ECG) Signals and Machine Learningen_US
dc.typeTexten_US
dcterms.creatorhttps://orcid.org/0000-0001-6887-1919
dcterms.creatorhttps://orcid.org/0000-0003-4466-0898

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