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虚拟与混合现实医学教育严肃游戏中的生物传感器实时情感分析:队列研究

Biosensor Real-Time Affective Analytics in Virtual and Mixed Reality Medical Education Serious Games: Cohort Study.

作者信息

Antoniou Panagiotis E, Arfaras George, Pandria Niki, Athanasiou Alkinoos, Ntakakis George, Babatsikos Emmanouil, Nigdelis Vasilis, Bamidis Panagiotis

机构信息

Lab of Medical Physics, The Medical School, Aristotle University of Thessaloniki, Thessaloniki, Greece.

出版信息

JMIR Serious Games. 2020 Sep 2;8(3):e17823. doi: 10.2196/17823.

Abstract

BACKGROUND

The role of emotion is crucial to the learning process, as it is linked to motivation, interest, and attention. Affective states are expressed in the brain and in overall biological activity. Biosignals, like heart rate (HR), electrodermal activity (EDA), and electroencephalography (EEG) are physiological expressions affected by emotional state. Analyzing these biosignal recordings can point to a person's emotional state. Contemporary medical education has progressed extensively towards diverse learning resources using virtual reality (VR) and mixed reality (MR) applications.

OBJECTIVE

This paper aims to study the efficacy of wearable biosensors for affect detection in a learning process involving a serious game in the Microsoft HoloLens VR/MR platform.

METHODS

A wearable array of sensors recording HR, EDA, and EEG signals was deployed during 2 educational activities conducted by 11 participants of diverse educational level (undergraduate, postgraduate, and specialist neurosurgeon doctors). The first scenario was a conventional virtual patient case used for establishing the personal biosignal baselines for the participant. The second was a case in a VR/MR environment regarding neuroanatomy. The affective measures that we recorded were EEG (theta/beta ratio and alpha rhythm), HR, and EDA.

RESULTS

Results were recorded and aggregated across all 3 groups. Average EEG ratios of the virtual patient (VP) versus the MR serious game cases were recorded at 3.49 (SD 0.82) versus 3.23 (SD 0.94) for students, 2.59 (SD 0.96) versus 2.90 (SD 1.78) for neurosurgeons, and 2.33 (SD 0.26) versus 2.56 (SD 0.62) for postgraduate medical students. Average alpha rhythm of the VP versus the MR serious game cases were recorded at 7.77 (SD 1.62) μV versus 8.42 (SD 2.56) μV for students, 7.03 (SD 2.19) μV versus 7.15 (SD 1.86) μV for neurosurgeons, and 11.84 (SD 6.15) μV versus 9.55 (SD 3.12) μV for postgraduate medical students. Average HR of the VP versus the MR serious game cases were recorded at 87 (SD 13) versus 86 (SD 12) bpm for students, 81 (SD 7) versus 83 (SD 7) bpm for neurosurgeons, and 81 (SD 7) versus 77 (SD 6) bpm for postgraduate medical students. Average EDA of the VP versus the MR serious game cases were recorded at 1.198 (SD 1.467) μS versus 4.097 (SD 2.79) μS for students, 1.890 (SD 2.269) μS versus 5.407 (SD 5.391) μS for neurosurgeons, and 0.739 (SD 0.509) μS versus 2.498 (SD 1.72) μS for postgraduate medical students. The variations of these metrics have been correlated with existing theoretical interpretations regarding educationally relevant affective analytics, such as engagement and educational focus.

CONCLUSIONS

These results demonstrate that this novel sensor configuration can lead to credible affective state detection and can be used in platforms like intelligent tutoring systems for providing real-time, evidence-based, affective learning analytics using VR/MR-deployed medical education resources.

摘要

背景

情感在学习过程中起着至关重要的作用,因为它与动机、兴趣和注意力相关。情感状态在大脑和整体生物活动中得以体现。生物信号,如心率(HR)、皮肤电活动(EDA)和脑电图(EEG),是受情绪状态影响的生理表现。分析这些生物信号记录可以指向一个人的情绪状态。当代医学教育已广泛朝着使用虚拟现实(VR)和混合现实(MR)应用的多样化学习资源发展。

目的

本文旨在研究可穿戴生物传感器在微软HoloLens VR/MR平台上涉及严肃游戏的学习过程中进行情感检测的功效。

方法

在由11名不同教育水平(本科、研究生和神经外科专科医生)的参与者进行的2项教育活动中,部署了一个记录HR、EDA和EEG信号的可穿戴传感器阵列。第一个场景是一个传统的虚拟患者病例,用于为参与者建立个人生物信号基线。第二个场景是在VR/MR环境中关于神经解剖学的病例。我们记录的情感指标包括EEG(θ/β比率和α节律)、HR和EDA。

结果

记录并汇总了所有3组的结果。虚拟患者(VP)与MR严肃游戏病例的平均EEG比率,学生组分别为3.49(标准差0.82)和3.23(标准差0.94),神经外科医生组分别为2.59(标准差0.96)和2.90(标准差1.78),研究生医学生组分别为2.33(标准差0.26)和2.56(标准差0.62)。VP与MR严肃游戏病例的平均α节律,学生组分别为7.77(标准差1.62)μV和8.42(标准差2.56)μV,神经外科医生组分别为7.03(标准差2.19)μV和7.15(标准差1.86)μV,研究生医学生组分别为11.84(标准差6.1)μV和9.55(标准差3.12)μV。VP与MR严肃游戏病例的平均HR,学生组分别为87(标准差13)和86(标准差12)次/分钟,神经外科医生组分别为81(标准差7)和83(标准差7)次/分钟,研究生医学生组分别为81(标准差7)和77(标准差6)次/分钟。VP与MR严肃游戏病例的平均EDA,学生组分别为1.198(标准差1.467)μS和4.097(标准差2.79)μS,神经外科医生组分别为1.890(标准差2.269)μS和5.407(标准差5.391)μS,研究生医学生组分别为0.739(标准差0.509)μS和2.498(标准差1.72)μS。这些指标的变化已与关于教育相关情感分析的现有理论解释相关联,如参与度和教育关注度。

结论

这些结果表明,这种新颖的传感器配置能够实现可靠的情感状态检测,并可用于智能辅导系统等平台,以利用VR/MR部署的医学教育资源提供实时、基于证据的情感学习分析。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9a02/7495262/94807fdc69bf/games_v8i3e17823_fig1.jpg

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