Dataset and Analysis for "Walk This Beam: Impact of Different VR Balance Training Strategies and Height Exposure on Performance and Physiological Arousal" (doi:10.18419/darus-3139)

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Document Description

Citation

Title:

Dataset and Analysis for "Walk This Beam: Impact of Different VR Balance Training Strategies and Height Exposure on Performance and Physiological Arousal"

Identification Number:

doi:10.18419/darus-3139

Distributor:

DaRUS

Date of Distribution:

2022-10-05

Version:

1

Bibliographic Citation:

Dietz, Dennis; Oechsner, Carl; Ou, Changkun; Chiossi, Francesco; Sarto, Fabio; Mayer, Sven; Butz, Andreas, 2022, "Dataset and Analysis for "Walk This Beam: Impact of Different VR Balance Training Strategies and Height Exposure on Performance and Physiological Arousal"", https://doi.org/10.18419/darus-3139, DaRUS, V1

Study Description

Citation

Title:

Dataset and Analysis for "Walk This Beam: Impact of Different VR Balance Training Strategies and Height Exposure on Performance and Physiological Arousal"

Identification Number:

doi:10.18419/darus-3139

Authoring Entity:

Dietz, Dennis (LMU Munich)

Oechsner, Carl (LMU Munich)

Ou, Changkun (LMU Munich)

Chiossi, Francesco (LMU Munich)

Sarto, Fabio (University of Padova)

Mayer, Sven (LMU Munich)

Butz, Andreas (LMU Munich)

Grant Number:

251654672

Distributor:

DaRUS

Access Authority:

Chiossi, Francesco

Access Authority:

Dietz, Dennis

Access Authority:

Ou, Changkun

Depositor:

Chiossi, Francesco

Date of Deposit:

2022-09-14

Holdings Information:

https://doi.org/10.18419/darus-3139

Study Scope

Keywords:

Computer and Information Science, Virtual Reality, Physiological Arousal, Balance Control, HCI, Human-Computer Interaction

Abstract:

<p>Dynamic balance is an essential skill for the human upright gait; therefore, regular balance training can improve postural control and reduce the risk of injury. Even slight variations in walking conditions like height or ground conditions can significantly impact walking performance. Virtual reality is used as a helpful tool to simulate such challenging situations. However, there is no agreement on design strategies for balance training in virtual reality under stressful environmental conditions such as height exposure. We investigate how two different training strategies, imitation learning, and gamified learning, can help dynamic balance control performance across different stress conditions. Moreover, we evaluate the stress response as indexed by peripheral physiological measures of stress, perceived workload, and user experience. Both approaches were tested against a baseline of no instructions and against each other. Thereby, we show that a learning-by-imitation approach immediately helps dynamic balance control, decreases stress, improves attention focus, and diminishes perceived workload. A gamified approach can lead to users being overwhelmed by the additional task. Finally, we discuss how our approaches could be adapted for balance training and applied to injury rehabilitation and prevention.</p> Specifically we make available physiological (Electrodermal Activity - EDA, Electrocardiography - ECG) , behavioral, motion tracking, questionnaires data and lastly, the analysis code.

Methodology and Processing

Sources Statement

Data Access

Other Study Description Materials

Related Publications

Citation

Title:

Dennis Dietz, Carl Oechsner, Changkun Ou, Francesco Chiossi, Fabio Sarto, Sven Mayer, and Andreas Butz. 2022. Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR. In Proceedings of ACM Conference (VRST’22). ACM, New York, NY, USA, 11 pages

Bibliographic Citation:

Dennis Dietz, Carl Oechsner, Changkun Ou, Francesco Chiossi, Fabio Sarto, Sven Mayer, and Andreas Butz. 2022. Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR. In Proceedings of ACM Conference (VRST’22). ACM, New York, NY, USA, 11 pages

Other Study-Related Materials

Label:

analysis.7z

Text:

The analysis file contains Jupyter Notebook file for analysis of the different dependent variables collected in the study: 1. Data Cleaning (Broken data and Artifacts) 2. Dataframe creation 3. Accounting for Missing data 4. ECG analysis 5. Electrodermal activity analysis 6. Analysis for Presence Questionnaire (IPQ) 7. Analysis for NASA TLX Questionnaire 8. Analysis for PACES questionnaire 10. Data Visualization (Python 3.9 file). Statistical analysis is performed in R.

Notes:

application/x-7z-compressed

Other Study-Related Materials

Label:

data.7z

Text:

Full dataset containing raw data per participant. Each participant folder contains: 1. ECG data (ECG.csv) 2. Electrodermal Activity data (EDA.csv) 3.Motion tracking data (Head, Left Foot, Right Foot, Left Hand, Right Hanf, Pelvis). 4. Movement of the tutorial ghost for the Imitation condition (Clone.csv). At the beginning of each file it is logged which condition (Gamification, Imitation and No instructions, Low\High Tide). This information is also available in the state.csv .

Notes:

application/x-7z-compressed

Other Study-Related Materials

Label:

Software_Requirements.txt

Text:

List of required Python Packages for running the statistical analysis for all dependent variables

Notes:

text/plain

Other Study-Related Materials

Label:

Video.mp4

Text:

mp4 file showing the experimental paradigm and the VR environment

Notes:

video/mp4