Decoding pedestrian stress on urban streets using electrodermal activity monitoring in virtual immersive reality
Bibliographic record
Abstract
The pedestrian stress level is shown to significantly influence human cognitive processes and, subsequently, decision-making, e.g., the decision to select a gap and cross a street. This paper systematically studies the stress experienced by a pedestrian when crossing a street under different experimental manipulations by monitoring the Electrodermal Activity (EDA) using the Galvanic Skin Response (GSR) sensor. To fulfil the research objectives, a dynamic and immersive virtual reality (VR) platform was used, which is suitable for eliciting and capturing pedestrian’s emotional responses in conjunction with monitoring their EDA. A total of 171 individuals participated in the experiment, tasked to cross a two-way street at mid-block with no signal control. Mixed effects models were employed to compare the influence of socio-demographics, social influence, vehicle technology, environment, road design, and traffic variables on the stress levels of the participants. The results indicated that having a street median in the middle of the road operates as a refuge and significantly reduced stress. Younger participants (18–24 years) were calmer than the relatively older participants (55–65 years). Arousal levels were higher when it came to the characteristics of the avatar (virtual pedestrian) in the simulation, especially for those avatars with adventurous traits. The pedestrian location influenced stress since the stress was higher on the street while crossing than waiting on the sidewalk. Significant causes of arousal were fear of accidents and an actual accident for pedestrians. The estimated random effects show a high degree of physical and mental learning by the participants while going through the scenarios. • Measured stress using GSR sensor in immersive VR walking environment. • Large-scale experiment involving 171 respondents and multimodal data. • Modelling influence of traffic, design, environment, and social influence. • Contextualized assessment of pedestrian emotional responses.
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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.000 | 0.001 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.000 | 0.000 |
| Science and technology studies | 0.000 | 0.000 |
| Scholarly communication | 0.000 | 0.000 |
| Open science | 0.000 | 0.000 |
| Research integrity | 0.000 | 0.000 |
| Insufficient payload (model declined to judge) | 0.001 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".