ArticleDiagnostics (Basel, Switzerland)2023
Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions.
Article in Diagnostics (Basel, Switzerland), 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
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Who cites it
5 citing papers in PubMed.
- The effect of spatial boundaries on memory in a virtual environment.Memory & cognition · 2026Article
- Extending the game immersion questionnaire to online users.Frontiers in psychology · 2025Article
- Virtual reality-enabled high-performance emotion estimation with the most significant channel pairs.Heliyon · 2024Article
- A Spatio-Temporal Capsule Neural Network with Self-Correlation Routing for EEG Decoding of Semantic Concepts of Imagination and Perception Tasks.Sensors (Basel, Switzerland) · 2024Article
- A machine learning approach to evaluate the impact of virtual balance/cognitive training on fall risk in older women.Frontiers in computational neuroscience · 2024Article
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1 author.
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Abstract
The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in this field has been hindered by the lack of sufficient benchmark datasets. In pursuit of this objective, we meticulously compiled a comprehensive dataset by analyzing the impact of virtual reality (VR) environments on CS, immersion levels, and EEG-based emotion estimation. Our dataset encompasses both implicit and explicit measurements. Implicit measurements focus on brain signals, while explicit measurements are based on participant questionnaires. These measurements were used to collect data on the extent of cybersickness experienced by participants in VEs. Using statistical methods, we conducted a comparative analysis of CS levels in VEs tailored for specific tasks and their immersion factors. Our findings revealed statistically significant differences between VEs, highlighting crucial factors influencing participant engagement, engrossment, and immersion. Additionally, our study achieved a remarkable classification performance of 96.25% in distinguishing brain oscillations associated with VR scenes using the multi-instance learning method and 95.63% in predicting emotions within the valence-arousal space with four labels. The dataset presented in this study holds great promise for objectively evaluating CS in VR contexts, differentiating between VEs, and providing valuable insights for future research endeavors.
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.