2022
DOI: 10.1145/3530796
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Eye Tracking-Based Stress Classification of Athletes in Virtual Reality

Abstract: Monitoring stress is relevant in many areas, including sports science. In that scope, various studies showed the feasibility of stress classification using eye tracking data. In most cases, the screen-based experimental design restricted the motion of participants. Consequently, the transferability of results to dynamic sports applications remains unclear. To address this research gap, we conducted a virtual reality-based stress test consisting of a football goalkeeping scenario. We contribute by proposing a s… Show more

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Cited by 13 publications
(11 citation statements)
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“…To extract the pupil diameter and gaze behavior data, we performed pre-processing to account for noise and artifacts (due to blinking). Furthermore, we adapted the pipeline by Stoeve et al 69 based on the pipeline of Kret and Sjak-Shie 70 to enhance the signal quality of the pupil diameter data. We excluded all blinks and non-valid samples from both data groups.…”
Section: Methodsmentioning
confidence: 99%
“…To extract the pupil diameter and gaze behavior data, we performed pre-processing to account for noise and artifacts (due to blinking). Furthermore, we adapted the pipeline by Stoeve et al 69 based on the pipeline of Kret and Sjak-Shie 70 to enhance the signal quality of the pupil diameter data. We excluded all blinks and non-valid samples from both data groups.…”
Section: Methodsmentioning
confidence: 99%
“…Finally, emerging technologies may enable faster interventions in the future. For instance, Stoeve et al (2022) [ 64 ] created a VR-based stress test during a football goalkeeping scenario, and achieved a performance of 87.3% accuracy through the Random Forest classifier, claiming a comparable outcome to state-of-the-art approaches fusing eye tracking data and additional biosignals. Given the strong resurgence and further democratization of VR, Mixed Reality (MR) and augmented reality (AR) based eye-tracking applications in recent years [ 65 68 ], new opportunities may arise to accelerate pupillometric research in the context of real-time athlete monitoring.…”
Section: Discussionmentioning
confidence: 99%
“…Over the last decade, multiple studies have used VR environments to evoke emotional reactions [ 22 , 37 ]. Eye tracking [ 38 ], questionnaires [ 39 ], and respiration signals and ECG [ 40 ] are the most common measures used to assess stress in VR-related studies, while EEG has seldom been used [ 41 ]. One key explanation for this is that the combination of an EEG and a VR headset is not easily achievable due to device placement overlapping restrictions.…”
Section: Discussionmentioning
confidence: 99%