In this study, we tackle the integration of stressors and voice interaction in a Virtual Reality game to assess players’ arousal and stress levels. The selected game genre and its characteristic components are used as a basis to create stress-inducing elements. Additionally, a voice interaction module has been created using a voice assistant called Minerva. The module allows for real-time detection and recording of players’ emotional responses based on variations in pitch and intensity of speech. The game consists of a single level divided into four areas with increasing levels of stress. The experiment involved 16 volunteer students who played the game while their prosodic and behavioral movement data were collected. Participants also completed questionnaires and produced ratings to assess their perceived stress and arousal levels. The collected data were analyzed to evaluate the effectiveness of the real-time estimation of arousal and stress.

Tracing Stress and Arousal in Virtual Reality Games Using Players’ Motor and Vocal Behaviour / S. Brambilla, G. Boccignone, N.A. Borghese, E. Chitti, R. Lombardi, L.A. Ripamonti (COMMUNICATIONS IN COMPUTER AND INFORMATION SCIENCE). - In: CHIRA / [a cura di] H.P. da Silva, P. Cipresso. - [s.l] : Springer Nature, 2023 Nov 16. - ISBN 9783031494246. - pp. 163-186 (( Intervento presentato al 7. convegno Computer-Human Interaction Research and Applications : International Conference : 16 through 17 November tenutosi a Roma nel 2023 [10.1007/978-3-031-49425-3_10].

Tracing Stress and Arousal in Virtual Reality Games Using Players’ Motor and Vocal Behaviour

S. Brambilla
Primo
;
G. Boccignone
Secondo
;
N.A. Borghese;E. Chitti;L.A. Ripamonti
Ultimo
2023

Abstract

In this study, we tackle the integration of stressors and voice interaction in a Virtual Reality game to assess players’ arousal and stress levels. The selected game genre and its characteristic components are used as a basis to create stress-inducing elements. Additionally, a voice interaction module has been created using a voice assistant called Minerva. The module allows for real-time detection and recording of players’ emotional responses based on variations in pitch and intensity of speech. The game consists of a single level divided into four areas with increasing levels of stress. The experiment involved 16 volunteer students who played the game while their prosodic and behavioral movement data were collected. Participants also completed questionnaires and produced ratings to assess their perceived stress and arousal levels. The collected data were analyzed to evaluate the effectiveness of the real-time estimation of arousal and stress.
Virtual Reality; Arousal; Stress; Video game; Prosodic features; Motion behavioral data.
Settore INF/01 - Informatica
   ESSENCE: Empathic platform to personally monitor, Stimulate, enrich, and aSsist Elders aNd Children in their Environment
   ESSENCE
   EUROPEAN COMMISSION
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   101016112
16-nov-2023
https://link.springer.com/chapter/10.1007/978-3-031-49425-3_10
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/1001471
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