Javascript must be enabled to continue!
Affective computing for stress, anxiety and cybersickness detection in virtual reality
View through CrossRef
The prevalence of stress and anxiety has increased dramatically in recent decades, especially with the global COVID-19 pandemic. In parallel, effective ways of objectively assessing and quantifying these conditions have continued to be explored. Affective computing is one such technique that has gained popularity recently, using physiological signals to interpret, and infer human emotion. Additionally, virtual reality (VR) is a rapidly developing tool with promising advancements in the health sciences. Given the emergence of new unobtrusive wearables and biosensors-instrumented VR headsets, the combined use of VR and affective computing has enabled the development of new immersive applications to objectively evaluate stress and anxiety. In this paper, we examine various affective computing methods that have been combined with VR with the goal of quantitatively measuring stress and anxiety levels. Additionally, we explore how affective computing has been used in the assessment of cybersickness. In particular, we surveyed current VR studies and summarized the most common physiological measurements used to characterize stress, anxiety, and cybersickness. Methods monitoring heart rate, skin conductance, muscle movement, and brain activity are described. We highlight the current challenges and propose opportunities for future research directions.Keywords: Stress, Anxiety, Affective Computing, Physiological Measurements, Virtual Reality (VR), Cybersickness
AHFE International
Title: Affective computing for stress, anxiety and cybersickness detection in virtual reality
Description:
The prevalence of stress and anxiety has increased dramatically in recent decades, especially with the global COVID-19 pandemic.
In parallel, effective ways of objectively assessing and quantifying these conditions have continued to be explored.
Affective computing is one such technique that has gained popularity recently, using physiological signals to interpret, and infer human emotion.
Additionally, virtual reality (VR) is a rapidly developing tool with promising advancements in the health sciences.
Given the emergence of new unobtrusive wearables and biosensors-instrumented VR headsets, the combined use of VR and affective computing has enabled the development of new immersive applications to objectively evaluate stress and anxiety.
In this paper, we examine various affective computing methods that have been combined with VR with the goal of quantitatively measuring stress and anxiety levels.
Additionally, we explore how affective computing has been used in the assessment of cybersickness.
In particular, we surveyed current VR studies and summarized the most common physiological measurements used to characterize stress, anxiety, and cybersickness.
Methods monitoring heart rate, skin conductance, muscle movement, and brain activity are described.
We highlight the current challenges and propose opportunities for future research directions.
Keywords: Stress, Anxiety, Affective Computing, Physiological Measurements, Virtual Reality (VR), Cybersickness.
Related Results
CPNet: Real-Time Cybersickness Prediction without Physiological Sensors for Cybersickness Mitigation
CPNet: Real-Time Cybersickness Prediction without Physiological Sensors for Cybersickness Mitigation
Although virtual reality (VR) has developed rapidly, offering unique user experience and broad application prospects, a significant challenge remains: its usage often induces cyber...
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Introduction: Defence Research and Development Canada is developing guidance on the use of Mixed Reality head-mounted displays for naval operations in the Royal Canadian Navy. Virt...
Vestibulomotor Weighting Associated with Cybersickness in Virtual Reality
Vestibulomotor Weighting Associated with Cybersickness in Virtual Reality
Cybersickness is a major barrier to the widespread adoption of virtual reality (VR), yet its underlying neurophysiological mechanisms remain poorly understood. This study investiga...
Development of the Ego and Discomfort Anxiety Inventory: Initial Validity and Reliability
Development of the Ego and Discomfort Anxiety Inventory: Initial Validity and Reliability
This article reports on four studies regarding the development, reliability, and validity of scales to measure two forms of anxiety, ego anxiety and discomfort anxiety. In the firs...
Prediction of cybersickness in virtual environments using topological data analysis and machine learning
Prediction of cybersickness in virtual environments using topological data analysis and machine learning
Recent significant progress in Virtual Reality (VR) applications and environments raised several challenges. They proved to have side effects on specific users, thus reducing the u...
Assessment of a Short, Focused Training to Reduce Symptoms of Cybersickness
Assessment of a Short, Focused Training to Reduce Symptoms of Cybersickness
Past reports have suggested that active visual training in virtual reality (VR) can reduce symptoms of cybersickness. Here, we adapted such a protocol to a computer-based version a...
Virtual Mental Health Counselling
Virtual Mental Health Counselling
What Is the Issue?
The rate of mental illnesses, such as major depressive disorder and generalized anxiety disorder, has significantly increased among people aged 15 and older l...

