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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Asia-Pacific Workshop on Mixed and
Augmented Reality, Aug.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>EEG analysis for surprise in VR traffic environment Yuto Tayama1 and Yoshinari Kameda 2</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Computational Science, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennoudai, Tsukuba, Ibaraki, 305-8573</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Master's program in Intelligent and Mechanical Interacion Systems, University of tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennoudai, Tsukuba, Ibaraki, 305-8573</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>19</lpage>
      <abstract>
        <p>On the assessment of user experience in VR traffic environments, a method to evaluate the mental state of subjects is required to measure the effects of dynamic events in the traffic environments. EEG is one of the promising devices for measuring the subject mental status. We propose to analyze EEG responses against traffic scenes, including traffic accidents, for the evaluation of the surprise feelings of subjects in VR traffic environments by a set of HMD and an EEG device. Throughout the experiments, we examined whether EEG can evaluate subjects' emotional states in response to the events in VR space. Three traffic scenes and 10 subjects were prepared for the experiment. The EEG analysis was made on beta frequency band power related to surprise response.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        State-of-the-art VR technology could provide
an immersive experience of the real world [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5">1-5</xref>
        ].
It could be useful for the assessment of the scenes
which are challenging to prepare in the real world.
Some studies focus on user experience evaluation
in VR environments [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5-7</xref>
        ]. The evaluation in the
assessment of user experience is essential in these
research topics.
      </p>
      <p>
        In conventional studies, a subjective
evaluation questionnaire is used for the
assessment [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Using a subjective evaluation
questionnaire, it is difficult to measure the mental
state of the subjects against the events in the
experiment.
      </p>
      <p>
        The use of physiological signals could solve
this problem. Among physiological signals, we
focused on EEG. It has been reported that EEG
can estimate the emotional state of subjects [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Using EEG, we could identify the subject's
consciousness in the experiment.
      </p>
      <p>
        Studies on VR and EEG have also been
conducted [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref10 ref11 ref9">9-11</xref>
        ]. Further study is needed to
reveal emotional states against the events in the
VR environment.
      </p>
      <p>In this paper, we propose to analyze EEG
responses against traffic scenes, including traffic
accidents, for the evaluation of the surprise
feelings of subjects in VR traffic environments.
We chose traffic accidents as a dynamic event.</p>
      <p>
        Subjects in the experiment will have a
surprising experience through an accident caused
by a momentary collision of vehicles reproduced
in a VR space. The beta frequency band in the
frontal lobe EEG is used for EEG analysis. It has
been reported as an indicator of vigilance and
concentration [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ][
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. We hypothesize that there
is a relationship between the beta frequency band
with surprise and then investigate the power of the
beta frequency band.
      </p>
      <p>The VR space is constructed using Unity. We
prepared ten subjects for the experiment. The
subjects will watch vehicle collision scenes a total
of two times.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Studies using VR and EEG</title>
      <p>
        Studies have been conducted using VR and
EEG [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref9">9</xref>
        ][
        <xref ref-type="bibr" rid="ref10">10</xref>
        ][
        <xref ref-type="bibr" rid="ref11">11</xref>
        ][
        <xref ref-type="bibr" rid="ref14">14</xref>
        ][
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
      </p>
      <p>
        The study by Dorota Kaminska et al. classified
stress levels in a VR environment [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. They stated
that emotion classification was possible for EEG
data while wearing VR, similar to previous
studies.
      </p>
      <p>
        The study by Valasileios Aspiotis et al.
investigated whether the experience of heights in
a VR space affects stress using EEG [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The
results showed that subjects could experience
high stress even at heights reproduced in VR.
      </p>
      <p>Based on these previous studies, it is possible
to estimate consciousness in the state of wearing
VR and present an experimental environment
similar to the natural environment.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Emotion estimation by EEG</title>
      <p>
        Studies using EEG have been applied various
fields, including physiological research such as
cognition, medicine and education [
        <xref ref-type="bibr" rid="ref16 ref17 ref18 ref19">16-19</xref>
        ]. It has
been reported that emotion estimation is possible
in EEG studies [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ][
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>
        Wei-Lang et al. reported that frontal lobe EEG
is effective in emotion estimation [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. They
reported that frontal lobe EEG could categorize
emotional states during movie viewing into three
types: positive, neutral, and negative.
      </p>
      <p>
        Saira-Bano et al. reported that subjects' fatigue
affects the beta frequency band [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. For this
reason, we will use a short VR wearing time of 7
minutes in the experiment.
      </p>
    </sec>
    <sec id="sec-5">
      <title>3. EEG analysis method</title>
      <p>
        Subjects wear the VR device while wearing the
electroencephalograph. A previous study
reported that wearing the VR device and
electroencephalograph simultaneously did not
affect the data [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Figure 1 shows the actual VR
and EEG being worn.
      </p>
      <p>We adopt only FP1 and FP2 at the frontal lobe
for the EEG sensing as these two are thought to
play a dominant role in finding surprising feelings.</p>
      <p>
        When dealing with EEG, the effects of noise
must be considered [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. In this study, subjects
were instructed not to move their heads during the
experiment to minimize the effects of noise.
      </p>
      <p>For the EEG data obtained from the
experiment, the EEG was converted from the time
domain to the frequency domain by FFT. The time
average of the beta frequency band was then
calculated, and the beta frequency band power
was calculated. In the following, the beta
frequency band power is called BP.</p>
    </sec>
    <sec id="sec-6">
      <title>4. VR traffic environment</title>
      <p>In this study, a road space was constructed in a
VR space. The VR space consists of 155m x 160m.
Figure 2 shows the actual road space constructed.</p>
      <p>The VR situation in the experiment consists of
three turns: Turn1 to familiarize the subject with
VR, Turn-2 with no accidents, and Turn-3 with
accidents. Turn-1 is a video to familiarize the
subject with the VR space and includes Turn1-1
with no vehicles present (Figure 3) and Turn-1-2
with vehicles present (Figure 4). Turn-2 is where
no vehicle collisions occur (Figure 5). Turn2 is
provided for comparison with Turn-3 (Figure 6).</p>
      <p>Subjects are positioned in the VR space at the
roadside. Figure 7 shows the subject's placement
position and viewing range. Subjects watch the
scene in VR within the range shown in Figure 7.</p>
      <p>The surprise experience of this study is
presented in Turn-3. In this turn, a vehicle crash
scene is recreated, and the subject watches the
vehicle crash scene in front of the subjects. All VR
turns consist of 30 seconds. The vehicle collision,
in Turn-3, occurs 20 seconds after the start of the
turn.</p>
    </sec>
    <sec id="sec-7">
      <title>5. System</title>
      <p>This study used HTC's VIVE Pro Eye (VIVE)
as the VR device and Emotive's EMOTIV EPOC
Flex as the EEG measurement device.</p>
      <p>The VR space was constructed using Unity.
The VIVE Pro Eye has a display resolution of
1440 x 1600 pixels per eye, a frame rate of 90 Hz,
and a viewing angle of 110 degrees.</p>
      <p>The time window to calculate the frequency of
EEG is set to 2.0 seconds at the sampling
frequency of 128Hz. The window is shifted at
0.125 seconds intervals.</p>
    </sec>
    <sec id="sec-8">
      <title>6. Experiment</title>
      <p>Before starting the experiment, subjects were
instructed not to move their heads. This
instruction was to minimize noise generation due
to head rotation. Because the subject's visual
range is limited, the vehicle collision video was
set to occur in front of the subject's eyes.</p>
      <p>The experiment consists of turns for EEG
acquisition during closed-eye rest and open-eye
rest, Turn-1, Turn-2, and Turn-3. Turn-2 and
Turn-3 are played twice. In the following, the first
occurrence of Turn-2 is referred to as Turn-2-I,
and the second occurrence of Turn-2 is referred to
as Turn-2-II. The same convention applies to
Turn-3, with Turn-3-I and Turn-3-II.</p>
      <p>Figure 8 shows an overview of the experiment
flow. After the experiment, a subjective
evaluation questionnaire was conducted using a
5point rating scale. The question is “How much are
you surprised by the scene you watched?” It was
conducted using rating items where 5 indicated
“surprised” and 1 indicated “not surprised.”
Figure 9 shows the questionnaire sheet.</p>
      <p>The EEG was analyzed during the resting state
with closed eyes, resting state with open eyes,
Turn-2, and Turn-3. The analysis time for the
resting state with closed eyes, resting state with
open eyes and Turn-2 was 30 seconds, while the
time used to analyze Turn-3 was 3 seconds after
the vehicle collision.</p>
    </sec>
    <sec id="sec-9">
      <title>7. Results of Experiments</title>
      <p>We report the results of an experiment. 10
people took part in the experiment. All subjects
were interviewed prior to the experiment, and it
was known that all of them had VR experience.
All subjects were in their 20s (9 males and 1
female).</p>
    </sec>
    <sec id="sec-10">
      <title>7.1. Results of subjective evaluation questionnaire</title>
      <p>Figure 11 shows the changes in BP during
open-eye rest, Turn-2-I, and Turn-3-I relative to
the baseline values of BP during closed-eye rest.
The horizontal axis is the subject label, and the
vertical axis is the BP value. Turning to the bar
graphs for each subject, the analysis results for
open eye rest, Turn-2, and Turn-3 are displayed.</p>
      <p>As a result, BP was highest during the traffic
accident in 6 out of 10 people.</p>
      <p>Figure 12 shows the increase and decrease in
BP for Turn-3-II when Turn-3-I was used as the
baseline. Both the horizontal and vertical axes are
the same as in Figure 5. As a result, in 8 out of 10
people, Turn-3-I had higher BP values than
Turn3-II.</p>
      <p>Based on the subjective evaluation
questionnaire results, this study provided the
participants with a sufficient surprise experience.
The lower values in the subjective evaluation
questionnaire for Turn-3-II than for Turn-3-I
were due to familiarity with the repeated
occurrence of the event.</p>
      <p>The results of the EEG analysis showed that
BP values were maximal for more than half of the
subjects. This result suggests that it is highly
likely that the BP was obtained in the EEG when
the subjects were surprised. Comparison with the
EEG data obtained during the repetitions showed
higher BP values for Turn-3-I than for Turn-3-II
in most subjects. This EEG result could be
consistent with the results of the subjective
evaluation questionnaire and could be due to the
same cause.</p>
      <p>There are individual differences in EEG. The
fact that no increase in BP was observed for all
subjects in this study is mainly due to individual
differences. In order to consider that BP is
associated with surprise, a statistical study needs
to be conducted with a more significant number
of people. In this study, the age range of the
subjects was limited to those in their 20s. It is
necessary to expand the scope of the survey in
order to consider the more general application.</p>
    </sec>
    <sec id="sec-11">
      <title>8. Conclusion</title>
      <p>We proposed to analyze EEG responses
against traffic scenes, including traffic accidents,
for the evaluation of the surprise feelings of
subjects in VR traffic environments. We chose
traffic accidents as a dynamic event. We focused
on surprise feeling as an emotional state and the
analysis was conducted on the beta frequency
band.</p>
      <p>Three traffic scenes and 10 subjects were
prepared for the experiment. We conducted a
traffic experiment and EEG analysis focusing on
the emotional state of surprise to examine
whether EEG is effective in estimating emotion
for momentary events in VR experiments.</p>
      <p>The relationship between surprise and EEG
was investigated using EEG data obtained when
subjects were surprised and a subjective
evaluation questionnaire administered after the
experiment.</p>
      <p>The experiment results showed that BP values
increased the most during the surprise experience
in 6 out of 10 people. As a result of the repetition
of the surprise experience, in 8 out of 10 people,
the BP value decreased during the second
surprise experience compared to the first surprise
experience. This could be consistent with the
results of the subjective evaluation questionnaire.</p>
      <p>Part of this research was supported by JSPS
Kaken 21H03476. 3D scene of the traffic
environment is provided by Professor Hiroaki
Yano at University of Tsukuba.</p>
    </sec>
    <sec id="sec-12">
      <title>9. References</title>
    </sec>
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