The aim of this study is to employ EEG data and
correlate it with immersion and presence during XR
experience, using the data for model training as well
as the positive impact of EEG data on XR game
design and development.
2 DATA & METHODOLOGY
The EEG data used in this study is from the publicly
available dataset EEG Brainwave Dataset: Feeling
Emotions on the Kaggle platform, which contains
EEG signals recorded by multiple subjects in
different experimental tasks. The dataset has a high
sampling frequency and contains multiple channels,
which can effectively reflect the EEG changes of the
subjects in different mental states, and is suitable to
be used as the basic data for immersion recognition
(Bird et al., 2018; Bird et al., 2019).
2.1 Immersion Label Construction
In immersive experience research, how to
scientifically label "immersion" is a key prerequisite
for supervised learning tasks. Since immersion is a
subjective psychological feeling, it is difficult to be
directly observed and measured, and usually needs to
be estimated with the help of indirect indicators.
The dataset used in this study is from Kaggle, and
the original labels are POSITIVE, NEUTRAL, and
NEGATIVE emotional states. These labels are
divided based on the EEG responses generated by
subjects during viewing or experiencing different
types of stimulus content (e.g., images, videos).A key
finding regarding electroencephalography (EEG)
during virtual reality experiences is the relationship
between specific brainwave patterns and immersion
levels. The study demonstrated that a number of EEG
features can be used as objective "biomarkers" of
immersion, which can be used to recognize the user's
level of immersion in real time and to dynamically
adjust the difficulty of VR tasks to maintain
engagement. Reece et al. found that although
subjective stress measures did not differ significantly
between flat screens and anxiety-analogous reality
presentations, EEG results showed an increase in
cortical activity associated with higher levels of
virtual reality immersion, which coincided with
enhanced descriptions of realism and sense of
presence (Tadayyoni et al., 2024) . Rebecca Reece et
al. emphasized the use of electroencephalography
(EEG) to measure event-related potentials as an
indicator of immersion state, demonstrating neural
responses that vary according to the immersion
context (Reece et al., 2022). Users are more likely to
be in an immersive state when they are in a positive
mood and have higher cognitive engagement, while
immersion is weaker or even interrupted when they
are in a neutral or negative mood. Therefore, this
study establishes the following correspondence
between emotional labels and immersion states:
POSITIVE corresponds to High immersion, in
which subjects show high emotional activity, positive
reaction and concentration. Combined with the
characteristics of XR game scenarios, this state often
corresponds to the user's deep involvement in the
task, with a strong sense of immersion in the
environment, resulting in an "oblivious" experience,
while NEUTRAL corresponds to Medium
immersion, where the user may still be in the middle
of the task in a neutral emotional state but lacks a
strong emotional drive. The experience is between
immersion and non-immersion, with a certain degree
of volatility, which is characterized by phases of
concentration and occasional emotional reactions.
NEGATIVE corresponds to Low immersion; in a
negative emotional state, the user is more likely to
experience distraction, fatigue, anxiety, or boredom.
This type of state may lead to interruption of
experience or difficulty in achieving game goals in
XR interactions, and is therefore regarded as the
context with the lowest level of immersion.
In order to ensure the rationality of labeling, this
study compared and referred to the relationship
models between emotion and immersion, such as the
Russell Emotion Circle and the Immersion
Experience Model, and adjusted the meanings of the
labels by taking into account the actual task intensity
of the XR usage scenario, user feedback and other
auxiliary factors. Finally, this study reassigned each
record in the dataset as "High immersion", "Medium
immersion" or "Low immersion" according to its
original emotion label. immersion", "Medium
immersion" or "Low immersion", and constructed a
three-classification dataset suitable for the immersion
recognition task. This label mapping not only ensures
the interpretability of the training data, but also
provides theoretical support and practical basis for the
subsequent application of immersion prediction
models in XR games.
2.2 Modeling Tools
In this study, EEG data are modeled and classified
using the Orange data mining platform, a visual
machine learning tool that can complete the process
of data import, feature selection, model training and