Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments

Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments

Citation Author(s):
Oscar I.
Caldas
Universidad Militar Nueva Granada
Oscar F.
Aviles
Carlos
Rodriguez-Guerrero
Submitted by:
Oscar I Caldas
Last updated:
Fri, 09/27/2019 - 08:16
DOI:
10.21227/vj8w-v224
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Abstract: 

This database contains the results of an experiment were healthy subjects played 5 trials of a rehabilitation-based VR game, to experience either difficulty variations or presence variations.

Colected results are demogrpahic information, emotional emotions after each trial and electrophysiological signals during all 5 trials.

Instructions: 

This folder contains the 87 recordings collected from participants at the experiment's 2nd-stage.

(First stage was a Virtual Simulation Sickness test which results are also provided).

 

1. The file named as "Demog.csv" contains the demographic information of all participants, organized but columns as follows:

   Column 1: Participant number

   Column 2: Group (A = Virtual presence variations, B = Difficulty variations)

   Column 3: Age (years)

   Column 4: Gender

   Column 5: Weight (kg)

   Column 6: Height (m)

   Column 7: Starting hour (24h format)

   Column 8: VSSQ test result

 

2. The second file, called "UnityDataSet.txt" contains the results obtained from the Virtual Reality environment for all 87 participants, and it is organized as follows:

   Column 1: Order of scenes (1-5 correspond to group A, whereas 6-10 correspond to group B)

   Column 2: Game Score (0-100 scale)

   Column 3: Self-reported Valence (From unpleasant to pleasant, in a 1-9 scale)

   Column 4: Self-reported Arousal (From calm to excited, in a 1-9 scale)

   Column 5: Self-reported Dominance (From dominated to dominant, in a 1-9 scale)

 

3. The 174 remaining *.txt files are the electrophysiological signals data. 

   The name refers to the participant coded number, being the stage #2, and if it was the actual experiment or the previous resting measurement (baseline)

   e.g. "P2_14" or "P2_86_Rest"  ("P2_1_Rest" was intentionally removed due to corrupted data)

 

   Each file is organized as follows (Raw Data):

   Column 1: Sample number (Sampling frequency = 1 kHz)

   Column 2: Electrocardiogram

   Column 3: Skin Conductance

   Column 4: Respiration

 

4. The following is the rationale to obtain each of the 5 timelines from the dataset:

 

   Each experiment was organized as [Trial1 + Test + Trial2 + Test + Trial3 + Test + Trial4 + Test + Trial5]

   - Each "Test" lasted 30s and correspond to the time when the participant was sef-reporting. This MUST removed.

   - Each "Trial" duration was depending of the scene played and the score obtained, described as:

         Trial_time = ExpectedTime-(100-score)/20;                     * Score displaying was time consuming

                , where ExpectedTime = 89s if "Scene=8" or "Scene=9" (first column of file "UnityDataSet.txt")     * These levels were shorter

                                     = 141.2s at all other cases

 

5. The following are the transfer functions to treat raw data:

 

  Given by manufacturer to ECG(mV)

  https://www.biosignalsplux.com/datasheets/ECG_Sensor_Datasheet.pdf

  VCC=3; % Operating Voltage

  n=16; % Number of bits of the Channel

  G=1000; % Sensor gain

  ECG=1000*(ECG_raw/n^2)-0.5)*VCC/G;

 

  Given by manufacturer to SC(uS)

  http://biosignalsplux.com/datasheets/EDA_Sensor_Datasheet.pdf

  VCC=3; % Operating Voltage

  n=16; % Number of bits of the Channel

  G=0.12; % Sensor gain

  SC=(SC_raw*VCC/n^2)/G;

 

  Given by manufacturer to RSP(% of displacement - chest strap)

  https://www.biosignalsplux.com/datasheets/PZT_Sensor_Datasheet.pdf

  n=16; % Number of bits of the Channel

  RSP=(RSP_raw/n^2-0.5)*100;

 

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[1] Oscar I. Caldas, Oscar F. Aviles, Carlos Rodriguez-Guerrero, "Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments", IEEE Dataport, 2019. [Online]. Available: http://dx.doi.org/10.21227/vj8w-v224. Accessed: Dec. 06, 2019.
@data{vj8w-v224-19,
doi = {10.21227/vj8w-v224},
url = {http://dx.doi.org/10.21227/vj8w-v224},
author = {Oscar I. Caldas; Oscar F. Aviles; Carlos Rodriguez-Guerrero },
publisher = {IEEE Dataport},
title = {Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments},
year = {2019} }
TY - DATA
T1 - Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments
AU - Oscar I. Caldas; Oscar F. Aviles; Carlos Rodriguez-Guerrero
PY - 2019
PB - IEEE Dataport
UR - 10.21227/vj8w-v224
ER -
Oscar I. Caldas, Oscar F. Aviles, Carlos Rodriguez-Guerrero. (2019). Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments. IEEE Dataport. http://dx.doi.org/10.21227/vj8w-v224
Oscar I. Caldas, Oscar F. Aviles, Carlos Rodriguez-Guerrero, 2019. Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments. Available at: http://dx.doi.org/10.21227/vj8w-v224.
Oscar I. Caldas, Oscar F. Aviles, Carlos Rodriguez-Guerrero. (2019). "Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments." Web.
1. Oscar I. Caldas, Oscar F. Aviles, Carlos Rodriguez-Guerrero. Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments [Internet]. IEEE Dataport; 2019. Available from : http://dx.doi.org/10.21227/vj8w-v224
Oscar I. Caldas, Oscar F. Aviles, Carlos Rodriguez-Guerrero. "Experimental results to compare the effects of presence and challenge modulation on immersive virtual environments." doi: 10.21227/vj8w-v224