Cited by 12EEG and Brain-Computer InterfacesGaze Tracking and Assistive TechnologyVirtual Reality Applications and Impacts

The DOI matches its Crossref record; 42 of the 42 references it cites were found in a registry or an index.

Modeling the Intent to Interact With VR Using Physiological Features

Nguyen, Willy, Gramann, Klaus, Gehrke, Lukas·2024·IEEE Transactions on Visualization and Computer Graphics

Abstract

OBJECTIVE: Mixed-Reality (XR) technologies promise a user experience (UX) that rivals the interactive experience with the real-world. The key facilitators in the design of such a natural UX are that the interaction has zero lag and that users experience no excess mental load. This is difficult to achieve due to technical constraints such as motion-to-photon latency as well as false-positives during gesture-based interaction. METHODS: In this paper, we explored the use of physiological features to model the user's intent to interact with a virtual reality (VR) environment. Accurate predictions about when users want to express an interaction intent could overcome the limitations of an interactive device that lags behind the intention of a user. We computed time-domain features from electroencephalography (EEG) and electromyography (EMG) recordings during a grab-and-drop task in VR and cross-validated a Linear Discriminant Analysis (LDA) for three different combinations of (1) EEG, (2) EMG and (3) EEG-EMG features. RESULTS & CONCLUSION: We found the classifiers to detect the presence of a pre-movement state from background idle activity reflecting the users' intent to interact with the virtual objects (EEG: 62 % ± 10 %, EMG: 72 % ± 9 %, EEG-EMG: 69 % ± 10 %) above simulated chance level. The features leveraged in our classification scheme have a low computational cost and are especially useful for fast decoding of users' mental states. Our work is a further step towards a useful classification of users' intent to interact, as a high temporal resolution and speed of detection is crucial. This facilitates natural experiences through zero-lag adaptive interfaces.

Overview

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Crossref · 10.1109/tvcg.2023.3308787

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42 of 42 references verified0 citation errors · 0 not checkable

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  1. Jonker, The role of AI in mixed and augmented reality interactions

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Metadata

Authors
Nguyen, W., Gramann, K., & Gehrke, L.
Affiliations
  • Université Paris-Saclay (FR)
  • Technische Universität Berlin (DE)
Venue
IEEE Transactions on Visualization and Computer Graphics
Published
2024-08
Volume
30
Issue
8
Pages
5893-5900
ISSN
  • 1077-2626 (ISSN-L)
  • 1941-0506
  • 2160-9306
OpenAlex
W4386176470
Cited by
12
References
42
Citations by year
2026: 3 · 2025: 7 · 2024: 2
FWCI
1.80
Type
journal article
Language
en
Open access
closed
Locations
  • IEEE Transactions on Visualization and Computer Graphics (publishedVersion)
  • PubMed (publishedVersion)
Funders
Deutsche Forschungsgemeinschaft (GR 2627/13-1)
Topics
  • Life Sciences › Neuroscience › Cognitive Neuroscience › EEG and Brain-Computer Interfaces
  • Physical Sciences › Computer Science › Human-Computer Interaction › Gaze Tracking and Assistive Technology
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
virtual reality interaction, user intention recognition, physiological traits, EEG, electromyography, EEG-EMG fusion, gesture-based interaction, motion-to-photon latency, linear discriminant analysis, adaptive user interfaces
MeSH terms
Virtual Reality, Adult, Computer Graphics, Electroencephalography, Electromyography, Female, Humans, Male, Signal Processing, Computer-Assisted, User-Computer Interface, Intention, Young Adult

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