Identifying users of immersive virtual-reality serious games through machine-learning techniques
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...
| Autores: | , , , |
|---|---|
| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2025 |
| País: | España |
| Institución: | Universidad de Burgos (UBU) |
| Repositorio: | Repositorio Institucional de la Universidad de Burgos (RIUBU) |
| OAI Identifier: | oai:riubu.ubu.es:10259/10986 |
| Acceso en línea: | https://hdl.handle.net/10259/10986 |
| Access Level: | acceso abierto |
| Palabra clave: | Virtual Reality Random Forest Head Mounted Display User identification Machine Learning Open-Access Datasets Realidad virtual Virtual reality |
| id |
ES_45388bb67541bc1af73ef802aaec3a25 |
|---|---|
| oai_identifier_str |
oai:riubu.ubu.es:10259/10986 |
| network_acronym_str |
ES |
| network_name_str |
España |
| repository_id_str |
|
| spelling |
Identifying users of immersive virtual-reality serious games through machine-learning techniquesMiguel Alonso, InésRodríguez Diez, Juan JoséSerrano Mamolar, AnaBustillo Iglesias, AndrésVirtual RealityRandom ForestHead Mounted DisplayUser identificationMachine LearningOpen-Access DatasetsRealidad virtualVirtual realityUser 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.This study was partially funded through the ACIS project (Reference Number: INVESTUN/21/BU/0002) of the Consejería de Empleo e Industria of the Junta de Castilla y León (Spain); the REMAR Project (Reference Number: CPP2022- 009724) supported by the Ministry of Science and Innovation of Spain (MCIN/AEI/10.13039/501100011033) and through “ERDF A way of making Europe” or European Union NextGenerationEU/PRTR funding; the HumanAid Project (Reference Number: TED2021-129485B-C43) funded through the Spanish Ministry of Science and Innovation and the Ministry of Science, Innovation and Universities (FPU21/01978).Springer Nature202520252025info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://hdl.handle.net/10259/10986reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)instname:Universidad de Burgos (UBU)InglésVirtual Reality. 2025. V. 29. n. 164https://doi.org/10.1007/s10055-025-01232-yAtribución 4.0 Internacionalinfo:eu-repo/semantics/openAccessoai:riubu.ubu.es:10259/109862026-05-28T07:56:11Z |
| dc.title.none.fl_str_mv |
Identifying users of immersive virtual-reality serious games through machine-learning techniques |
| title |
Identifying users of immersive virtual-reality serious games through machine-learning techniques |
| spellingShingle |
Identifying users of immersive virtual-reality serious games through machine-learning techniques Miguel Alonso, Inés Virtual Reality Random Forest Head Mounted Display User identification Machine Learning Open-Access Datasets Realidad virtual Virtual reality |
| title_short |
Identifying users of immersive virtual-reality serious games through machine-learning techniques |
| title_full |
Identifying users of immersive virtual-reality serious games through machine-learning techniques |
| title_fullStr |
Identifying users of immersive virtual-reality serious games through machine-learning techniques |
| title_full_unstemmed |
Identifying users of immersive virtual-reality serious games through machine-learning techniques |
| title_sort |
Identifying users of immersive virtual-reality serious games through machine-learning techniques |
| dc.creator.none.fl_str_mv |
Miguel Alonso, Inés Rodríguez Diez, Juan José Serrano Mamolar, Ana Bustillo Iglesias, Andrés |
| author |
Miguel Alonso, Inés |
| author_facet |
Miguel Alonso, Inés Rodríguez Diez, Juan José Serrano Mamolar, Ana Bustillo Iglesias, Andrés |
| author_role |
author |
| author2 |
Rodríguez Diez, Juan José Serrano Mamolar, Ana Bustillo Iglesias, Andrés |
| author2_role |
author author author |
| dc.subject.none.fl_str_mv |
Virtual Reality Random Forest Head Mounted Display User identification Machine Learning Open-Access Datasets Realidad virtual Virtual reality |
| topic |
Virtual Reality Random Forest Head Mounted Display User identification Machine Learning Open-Access Datasets Realidad virtual Virtual reality |
| description |
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. |
| publishDate |
2025 |
| dc.date.none.fl_str_mv |
2025 2025 2025 |
| dc.type.none.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
| format |
article |
| status_str |
publishedVersion |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/10259/10986 |
| url |
https://hdl.handle.net/10259/10986 |
| dc.language.none.fl_str_mv |
Inglés |
| language_invalid_str_mv |
Inglés |
| dc.relation.none.fl_str_mv |
Virtual Reality. 2025. V. 29. n. 164 https://doi.org/10.1007/s10055-025-01232-y |
| dc.rights.none.fl_str_mv |
Atribución 4.0 Internacional info:eu-repo/semantics/openAccess |
| rights_invalid_str_mv |
Atribución 4.0 Internacional |
| eu_rights_str_mv |
openAccess |
| dc.format.none.fl_str_mv |
application/pdf |
| dc.publisher.none.fl_str_mv |
Springer Nature |
| publisher.none.fl_str_mv |
Springer Nature |
| dc.source.none.fl_str_mv |
reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU) instname:Universidad de Burgos (UBU) |
| instname_str |
Universidad de Burgos (UBU) |
| reponame_str |
Repositorio Institucional de la Universidad de Burgos (RIUBU) |
| collection |
Repositorio Institucional de la Universidad de Burgos (RIUBU) |
| repository.name.fl_str_mv |
|
| repository.mail.fl_str_mv |
|
| _version_ |
1869407146691526656 |
| score |
15.812455 |