Attenuation of the dynamic pupil light response during screen viewing for arousal assessment
Studies on the psychosensory pupil response often carefully control the lighting conditions in the experiment or require a calibration procedure for each subject under different light conditions for a baseline which is later used to attenuate the pupil light response (PLR) effects from the pupil usi...
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Format: | Article |
Language: | English |
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Frontiers Media S.A.
2022-09-01
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Series: | Frontiers in Virtual Reality |
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Online Access: | https://www.frontiersin.org/articles/10.3389/frvir.2022.971613/full |
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author | Marios Fanourakis Guillaume Chanel |
author_facet | Marios Fanourakis Guillaume Chanel |
author_sort | Marios Fanourakis |
collection | DOAJ |
description | Studies on the psychosensory pupil response often carefully control the lighting conditions in the experiment or require a calibration procedure for each subject under different light conditions for a baseline which is later used to attenuate the pupil light response (PLR) effects from the pupil using steady state models, disregarding the dynamic nature of the pupil. Such approaches are not feasible “in the wild” since they require carefully controlled experimental conditions. We address these shortcomings in the context of screen viewing in a dataset containing 140 subjects playing a first person shooter video game and use an existing dynamic PLR model to attenuate the effects of luminance. We compute the perceived luminance using the pixel values of the screen and show that using the dynamic PLR model is more effective in attenuating the effects of luminance compared to steady state models. Subsequently, we show that attenuating the PLR from the pupil size data improves the performance of machine learning models trained to predict arousing game events compared to using the pupil size without attenuating the PLR. The implications are that our approach for estimating the perceived luminance and attenuating its effects from the pupil data can be applied to screen viewing (including VR) to unobtrusively and continuously monitor users’ emotional arousal via the pupil size. |
first_indexed | 2024-04-10T00:23:21Z |
format | Article |
id | doaj.art-8ed4982eaeea47d9b5e41e8c38e98060 |
institution | Directory Open Access Journal |
issn | 2673-4192 |
language | English |
last_indexed | 2024-04-10T00:23:21Z |
publishDate | 2022-09-01 |
publisher | Frontiers Media S.A. |
record_format | Article |
series | Frontiers in Virtual Reality |
spelling | doaj.art-8ed4982eaeea47d9b5e41e8c38e980602023-03-15T15:57:19ZengFrontiers Media S.A.Frontiers in Virtual Reality2673-41922022-09-01310.3389/frvir.2022.971613971613Attenuation of the dynamic pupil light response during screen viewing for arousal assessmentMarios FanourakisGuillaume ChanelStudies on the psychosensory pupil response often carefully control the lighting conditions in the experiment or require a calibration procedure for each subject under different light conditions for a baseline which is later used to attenuate the pupil light response (PLR) effects from the pupil using steady state models, disregarding the dynamic nature of the pupil. Such approaches are not feasible “in the wild” since they require carefully controlled experimental conditions. We address these shortcomings in the context of screen viewing in a dataset containing 140 subjects playing a first person shooter video game and use an existing dynamic PLR model to attenuate the effects of luminance. We compute the perceived luminance using the pixel values of the screen and show that using the dynamic PLR model is more effective in attenuating the effects of luminance compared to steady state models. Subsequently, we show that attenuating the PLR from the pupil size data improves the performance of machine learning models trained to predict arousing game events compared to using the pupil size without attenuating the PLR. The implications are that our approach for estimating the perceived luminance and attenuating its effects from the pupil data can be applied to screen viewing (including VR) to unobtrusively and continuously monitor users’ emotional arousal via the pupil size.https://www.frontiersin.org/articles/10.3389/frvir.2022.971613/fullpupil diameterluminance correctionpupil light responsedynamic modelarousalaffective computing |
spellingShingle | Marios Fanourakis Guillaume Chanel Attenuation of the dynamic pupil light response during screen viewing for arousal assessment Frontiers in Virtual Reality pupil diameter luminance correction pupil light response dynamic model arousal affective computing |
title | Attenuation of the dynamic pupil light response during screen viewing for arousal assessment |
title_full | Attenuation of the dynamic pupil light response during screen viewing for arousal assessment |
title_fullStr | Attenuation of the dynamic pupil light response during screen viewing for arousal assessment |
title_full_unstemmed | Attenuation of the dynamic pupil light response during screen viewing for arousal assessment |
title_short | Attenuation of the dynamic pupil light response during screen viewing for arousal assessment |
title_sort | attenuation of the dynamic pupil light response during screen viewing for arousal assessment |
topic | pupil diameter luminance correction pupil light response dynamic model arousal affective computing |
url | https://www.frontiersin.org/articles/10.3389/frvir.2022.971613/full |
work_keys_str_mv | AT mariosfanourakis attenuationofthedynamicpupillightresponseduringscreenviewingforarousalassessment AT guillaumechanel attenuationofthedynamicpupillightresponseduringscreenviewingforarousalassessment |