Detecting System Errors in Virtual Reality ...
Document type :
Communication dans un congrès avec actes
Title :
Detecting System Errors in Virtual Reality Using EEG Through Error-Related Potentials
Author(s) :
Si-Mohammed, Hakim [Auteur]
3D interaction with virtual environments using body and mind [Hybrid]
Lopes-Dias, Catarina [Auteur]
Graz University of Technology [Graz] [TU Graz]
Duarte, María [Auteur]
Argelaguet Sanz, Ferran [Auteur]
3D interaction with virtual environments using body and mind [Hybrid]
Jeunet, Camille [Auteur]
Cognition, Langues, Langage, Ergonomie [CLLE]
Casiez, Géry [Auteur]
Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 [CRIStAL]
Institut Universitaire de France [IUF]
Technology and knowledge for interaction [LOKI]
Müller-Putz, Gernot [Auteur]
Graz University of Technology [Graz] [TU Graz]
Lécuyer, Anatole [Auteur]
3D interaction with virtual environments using body and mind [Hybrid]
Scherer, Reinhold [Auteur]
School of Computer Science and Electronic Engineering [Essex] [CSEE]
3D interaction with virtual environments using body and mind [Hybrid]
Lopes-Dias, Catarina [Auteur]
Graz University of Technology [Graz] [TU Graz]
Duarte, María [Auteur]
Argelaguet Sanz, Ferran [Auteur]
3D interaction with virtual environments using body and mind [Hybrid]
Jeunet, Camille [Auteur]
Cognition, Langues, Langage, Ergonomie [CLLE]
Casiez, Géry [Auteur]

Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 [CRIStAL]
Institut Universitaire de France [IUF]
Technology and knowledge for interaction [LOKI]
Müller-Putz, Gernot [Auteur]
Graz University of Technology [Graz] [TU Graz]
Lécuyer, Anatole [Auteur]
3D interaction with virtual environments using body and mind [Hybrid]
Scherer, Reinhold [Auteur]
School of Computer Science and Electronic Engineering [Essex] [CSEE]
Conference title :
VR 2020 - 27th IEEE Conference on Virtual Reality and 3D User Interfaces
City :
Atlanta
Country :
Etats-Unis d'Amérique
Start date of the conference :
2020-03-22
Book title :
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
Publisher :
IEEE
HAL domain(s) :
Informatique [cs]/Interface homme-machine [cs.HC]
English abstract : [en]
When persons interact with the environment and experience or witness an error (e.g. an unexpected event), a specific brain pattern, known as error-related potential (ErrP) can be observed in the electroencephalographic ...
Show more >When persons interact with the environment and experience or witness an error (e.g. an unexpected event), a specific brain pattern, known as error-related potential (ErrP) can be observed in the electroencephalographic signals (EEG). Virtual Reality (VR) technology enables users to interact with computer-generated simulated environments and to provide multi-modal sensory feedback. Using VR systems can, however, be error-prone. In this paper, we investigate the presence of ErrPs when Virtual Reality users face 3 types of visualization errors: (Te) tracking errors when manipulating virtual objects, (Fe) feedback errors, and (Be) background anomalies. We conducted an experiment in which 15 participants were exposed to the 3 types of errors while performing a center-out pick and place task in virtual reality. The results showed that tracking errors generate error-related potentials, the other types of errors did not generate such discernible patterns. In addition, we show that it is possible to detect the ErrPs generated by tracking losses in single trial, with an accuracy of 85%. This constitutes a first step towards the automatic detection of error-related potentials in VR applications, paving the way to the design of adaptive and self-corrective VR/AR applications by exploiting information directly from the user’s brain.Show less >
Show more >When persons interact with the environment and experience or witness an error (e.g. an unexpected event), a specific brain pattern, known as error-related potential (ErrP) can be observed in the electroencephalographic signals (EEG). Virtual Reality (VR) technology enables users to interact with computer-generated simulated environments and to provide multi-modal sensory feedback. Using VR systems can, however, be error-prone. In this paper, we investigate the presence of ErrPs when Virtual Reality users face 3 types of visualization errors: (Te) tracking errors when manipulating virtual objects, (Fe) feedback errors, and (Be) background anomalies. We conducted an experiment in which 15 participants were exposed to the 3 types of errors while performing a center-out pick and place task in virtual reality. The results showed that tracking errors generate error-related potentials, the other types of errors did not generate such discernible patterns. In addition, we show that it is possible to detect the ErrPs generated by tracking losses in single trial, with an accuracy of 85%. This constitutes a first step towards the automatic detection of error-related potentials in VR applications, paving the way to the design of adaptive and self-corrective VR/AR applications by exploiting information directly from the user’s brain.Show less >
Language :
Anglais
Peer reviewed article :
Oui
Audience :
Internationale
Popular science :
Non
European Project :
Comment :
Virtual conference
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