Active and Passive Machine Learning Predictors to Build Adaptive Virtual Environments
Abstract
Virtual environments are increasingly used for assessment and training. While virtual environments offer ecologically valid stimulus presentations, they still follow a one-size fits all model. Technological innovation provides opportunities to transform the virtual environments into a customized experience for each individual user. This allows for the personalization of the virtual environment to the unique capabilities of a user. Active and passive data logging systems provide data necessary for adaptive virtual environments. Currently, most adaptive systems apply either active or passive data collection for building an adaptive virtual environment. The goal of the current research is to identify an optimal methodology for integrating both active and passive data into an adaptive virtual environment that can employ user data for fine tuning stimulus presentations. The framework suggested provides optimal performance parameters for identifying user cognitive and affective states and keeping users in a flow state. The result is a customized experience that is personalized to the user.
Keywords: Adaptive Virtual Environments, Electroencephalography, Machine Learning, Psychophysiology, Neuropsychology, Cognitive
DOI: 10.54941/ahfe1003866
Cite this paper
More from this volume
- Mobile Game Design and Ergonomics: a necessary combination
- Addressing the UN 2030 sustainable development agenda and the ESG index with serious games in virtual environments.
- Laterality in Gesture-Based Video Games
- Game-based Plant Science Popularization Mobile Application for Contemporary Young People
- Predicting Presence using Environment-Activated Motion in Immersive Virtual Reality
- A Cognitive Immersive Room for Intelligence Analysis Scenarios (CIRIAS)
- Co-Design of Service Robot Applications Using Virtual Reality
- A visual analysis of VR user experience based on bibliometrics Background of the selection
- Rehabilitation behavior intention of upper extremity stroke patients by IMVT
- An Immersive Virtual Simulation to Assess the Effects of Engaging Tasks on Situational Safety Awareness
- Comparison of One-handed and Two-handed Text Entry in Virtual Reality Using Handheld Controllers
- An Analysis of User's perceptual preferences in Virtual Reality Home Interface Design


AHFE Open Access