Initial evidence is provided that RMET can be studied as a process-aware assessment task in controlled VR and desktop settings and that VR received higher usability ratings and was also rated as more effortful.
Abstract
Social intelligence, the ability to interpret others'emotions, beliefs, and intentions, is often assessed with the Reading the Mind in the Eyes Test (RMET), in which participants infer mental states from images of the eye region. Yet RMET is typically presented on paper or desktop displays, where viewing geometry can vary across participants, and it rarely includes immediate feedback. We investigated whether presentation medium and brief trial-level feedback influence RMET behavior. We implemented RMET in Unity for both desktop and Virtual Reality (VR), using VR to hold stimulus distance and field of view constant without changing the items. We conducted a 2x2 mixed study with 20 participants, with device (VR vs. desktop) manipulated between subjects and feedback (immediate correctness cue vs. none) manipulated within subjects. Eye-tracking and EEG data were recorded and synchronized with behavioral logs. We analyzed fixation-based gaze measures, EEG signals, response time, accuracy, and subjective measures. Immediate feedback was associated with longer fixation durations and higher EEG-based engagement, while no significant differences were observed in task completion time or total correct answers. Presentation medium did not produce reliable differences in the objective measures, but VR received higher usability ratings and was also rated as more effortful. These results provide initial evidence that RMET can be studied as a process-aware assessment task in controlled VR and desktop settings.
To the authors' knowledge, this is the first demonstration of real-time EEG decoding of interaction intent during dynamic VR gameplay, contributing toward intuitive user-adapted interfaces driven by physiological signals in immersive environments.
Yanzhao Pan, Lea Rabe, Thorsten O. Zander et al.· bioRxiv· 0 citations
Changes in context surrounding a persistent task can be beneficial by temporarily reducing mind-wandering, suggesting changes in context surrounding a persistent task can be beneficial by temporarily reducing mind-wandering.
Maxime LeDrew, A. Safati, Daniel Smilek· Virtual Reality· 0 citations
It is concluded that combining eye tracking and Thinking Aloud is feasible without compromising data quality and meaningful for comprehensive HCI evaluation.
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Perception is a continuous, active, and dynamic process of inference shaped by current goals, past experience, and hard biological constraints. The physiological state of the body is arguably the most fundamental one. Continuous inference about interoceptive states colors perception with emotions, which in turn affect...
Irene Petrizzo, F. Hadj-Bouziane, E. Blini· bioRxiv· 0 citations
While 360° videos have shown promise for enhancing perceptual-cognitive skills in sport, the mechanisms underlying its advantages over traditional video-based training remain unclear. This study tested whether 360° videos promote different visual search strategies compared to traditional fixed screens (FS), and whether...
Maxime Trempe, E. Charbonneau, Virginie Lévesque et al.· Jurnal sport science· 0 citations
The classification and validity scoring schemes presented in this study contribute to the theory-driven application of eye tracking in IVR, and offer guidance for improving measurement validity in educational psychology.
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