TY - GEN
T1 - Effects of heightened sensory feedback to presence and arousal in virtual driving simulators
AU - Lee, Myonghee
AU - Kim, Gerard J.
PY - 2009
Y1 - 2009
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
U2 - 10.1145/1670252.1670285
DO - 10.1145/1670252.1670285
M3 - Conference contribution
AN - SCOPUS:76749148669
SN - 9781605589121
T3 - Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry
SP - 151
EP - 156
BT - Proceedings - VRCAI 2009
T2 - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Y2 - 14 December 2009 through 15 December 2009
ER -