Universidad de Burgos RIUBU Principal Default Universidad de Burgos RIUBU Principal Default
  • español
  • English
  • français
  • Deutsch
  • português (Brasil)
  • italiano
Universidad de Burgos RIUBU Principal Default
  • Ayuda
  • Contacto
  • Sugerencias
  • Acceso abierto
    • Archivar en RIUBU
    • Acuerdos editoriales para la publicación en acceso abierto
    • Controla tus derechos, facilita el acceso abierto
    • Sobre el acceso abierto y la UBU
    • español
    • English
    • français
    • Deutsch
    • português (Brasil)
    • italiano
    • español
    • English
    • français
    • Deutsch
    • português (Brasil)
    • italiano
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Listar

    Todo RIUBUComunidadesFechaAutor / DirectorTítuloMateria / AsignaturaEsta colecciónFechaAutor / DirectorTítuloMateria / Asignatura

    Mi cuenta

    AccederRegistro

    Estadísticas

    Ver Estadísticas de uso

    Compartir

    Ver ítem 
    •   RIUBU Principal
    • E-Prints y Datos de investigación
    • Grupos de investigación
    • Advanced Data Mining Research and Bioinformatics Learning (ADMIRABLE)
    • Artículos ADMIRABLE
    • Ver ítem
    •   RIUBU Principal
    • E-Prints y Datos de investigación
    • Grupos de investigación
    • Advanced Data Mining Research and Bioinformatics Learning (ADMIRABLE)
    • Artículos ADMIRABLE
    • Ver ítem

    Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/10259/10992

    Título
    Identifying users of immersive virtual-reality serious games through machine-learning techniques
    Autor
    Miguel Alonso, InésAutoridad UBU Orcid
    Rodríguez Diez, Juan JoséAutoridad UBU Orcid
    Serrano Mamolar, AnaAutoridad UBU Orcid
    Bustillo Iglesias, AndrésAutoridad UBU Orcid
    Publicado en
    Virtual Reality. 2025. V. 29. n. 164
    Editorial
    Springer
    Fecha de publicación
    2025-09
    ISSN
    1359-4338
    DOI
    10.1007/s10055-025-01232-y
    Resumen
    User identification is currently an open issue in immersive Virtual Reality (iVR) environments. Three main goals are usually associated with the use of tracking-data and Machine-Learning (ML) techniques: safeguarding privacy, user authentication, and user-experience customization. However, research to date has only involved very limited recordings of user data (e.g., on a single session and for low-interactive situations), rare in real iVR environments. So, the research gap between real iVR data and ML techniques for user identification is addressed in this paper. To do so, a 3-session iVR experience of operating a bridge crane is considered. In this simple yet highly interactive learning action, the dataset records of user performance show rapid changes between one experience and another. Eye, head, and hand movements of 64 users of similar age and with comparable previous experience were all recorded while engaged with the experience. The final raw dataset had a size of approximately 50M data points with 25 attributes that were mainly temporal series values. Secondly, different ML algorithms were used for user identification: Decision Tree, Random Forest, XGBoost, k-Nearest Neighbors, Support Vector Machines, and Multilayer Perceptron. The results showed that ML ensemble learning techniques, particularly Random Forest, were the most suitable solutions on the basis of different measures for the prediction of user identity. Additionally, the inclusion of stress and no-stress conditions significantly enhanced model performance, highlighting the importance of data diversity. Temporal segmentation revealed that user identification during later phases of the exercise was slightly more effective, due to increased individual variability. Finally, a minimum duration of the iVR experience was identified as a requirement to assure high identification rates.
    Palabras clave
    Virtual Reality
    Random Forest
    Head Mounted Display
    User identification
    Machine Learning
    Open-Access Datasets
    Materia
    Realidad virtual
    Virtual reality
    URI
    https://hdl.handle.net/10259/10992
    Versión del editor
    https://doi.org/10.1007/s10055-025-01232-y
    Aparece en las colecciones
    • Artículos ADMIRABLE
    Atribución 4.0 Internacional
    Documento(s) sujeto(s) a una licencia Creative Commons Atribución 4.0 Internacional
    Ficheros en este ítem
    Nombre:
    Miguel-vr_2025.pdf
    Tamaño:
    5.830Mb
    Formato:
    Adobe PDF
    Thumbnail
    Visualizar/Abrir

    Métricas

    Citas

    Ver estadísticas de uso

    Exportar

    RISMendeleyRefworksZotero
    • edm
    • marc
    • xoai
    • qdc
    • ore
    • ese
    • dim
    • uketd_dc
    • oai_dc
    • etdms
    • rdf
    • mods
    • mets
    • didl
    • premis
    Mostrar el registro completo del ítem

    Universidad de Burgos

    Powered by MIT's. DSpace software, Version 5.10