AI & ML
Artifact removal improves electrodermal waveforms but not downstream classification in a virtual-reality balance task
arXiv cs.HC0 views
arXiv:2610.07438v1 Announce Type: new Abstract: Artifact removal routinely precedes the classification of electrodermal activity (EDA), on the assumption that a cleaner signal supports a better decision. We tested this assumption in a virtual-reality (VR) balance-disturbance task. A residual gating network was trained on a benchmark with expert-corrected EDA, frozen, and applied to VR recordings, where raw and gated signals were classified by five published time-series methods under identical leave-one-participant-out evaluation. On the benchmark the gate detected artifacts well (median record AUROC 0.94) and reduced error inside artifact regions by 17.8%. In the VR task it did not improve classification. Changes in balanced accuracy ranged from -1.35 to +0.93 percentage points, no classifier improved and two lost accuracy, and all five were equivalent to raw input within +/- 3.32 points. The benefit was lost between waveform and decision. The correction that lowered waveform error also reduced skin conductance response detection in all 43 benchmark records. Processing left 92.8% of predictions unchanged, and the predictions it did change were corrected and corrupted at similar rates. The VR recordings also carried little contamination (an estimated 4.6% of samples), and even perfect localization of deliberately injected artifacts recovered only 3.3 points in the most sensitive classifier. A pooled association between artifact level and accuracy (11.3 points) disappeared within participants (0.1 points), showing how differences between people can make cleaning look useful. Preprocessing should be judged by the decision it supports, against an unprocessed arm.
Source:https://arxiv.org/abs/2610.07438PreviousKnit-Structure Effects on Electromechanical Metrics and Their Correlation with Joint-Angle Estimation Error in Knitted Strain SensorsNextMRPilot: Supervising and Intervening LLM-Based Multi-Robot Teams through Mixed Reality
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