Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
Anais Estendidos do XXIII Simpósio de Realidade Virtual e Aumentada (SVR Estendido 2021)
…
2 pages
1 file
Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and health. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent VR publications. This work proposes a novel experimental analysis using symbolic machine learning to rank potential causes of CS in VR games. We estimate CS causes and rank them according to their impact on the classical machine learning classification task. Experiments are performed using two VR games and 6 experimental protocols along with 37 valid samples from a total of 88 volunteers.
IEEE GEM, 2018
Cybersickness, which is also called Virtual Reality (VR) sickness, poses a significant challenge to the VR user experience. Previous work demonstrated the viability of predicting cybersickness for VR 360° videos. Is it possible to automatically predict the level of cybersickness for interactive VR games? In this paper, we present a machine learning approach to automatically predict the level of cybersickness for VR games. First, we proposed a novel ranking-rating (RR) score to measure the ground-truth annotations for cybersickness. We then verified the RR scores by comparing them with the Simulator Sickness Questionnaire (SSQ) scores. Next, we extracted features from heterogeneous data sources including the VR visual input, the head movement, and the individual characteristics. Finally, we built three machine learning models and evaluated their performances: the Convolutional Neural Network (CNN) trained from scratch, the Long Short-Term Memory Recurrent Neural Networks (LSTM-RNN) trained from scratch, and the Support Vector Regression (SVR). The results indicated that the best performance of predicting cybersickness was obtained by the LSTM-RNN, providing a viable solution for automatically cybersickness prediction for interactive VR games.
Frontiers in Virtual Reality
Recent significant progress in Virtual Reality (VR) applications and environments raised several challenges. They proved to have side effects on specific users, thus reducing the usability of the VR technology in some critical domains, such as flight and car simulators. One of the common side effects is cybersickness. Some significant commonly reported symptoms are nausea, oculomotor discomfort, and disorientation. To mitigate these symptoms and consequently improve the usability of VR systems, it is necessary to predict the incidence of cybersickness. This paper proposes a machine learning approach to VR’s cybersickness prediction based on physiological and subjective data. We investigated combinations of topological data analysis with a range of classifier algorithms and assessed classification performance. The highest performance of Topological Data Analysis (TDA) based methods was achieved in combination with SVMs with Gaussian RBF kernel, indicating that Gaussian RBF kernels pr...
Virtual Reality
Cybersickness (CS) affects a large proportion of virtual reality (VR) users causing a combination of nausea, headaches and dizziness which would create barriers to the users, VR designers/developers and the stakeholders in the production industry. Although design principles suggest methods to avoid CS, challenges remain as new demands and systems continue to penetrate the competitive market. The dilemma is whether to use VR technology by experiencing the ultimate virtual world using a head-mounted display (HMD) with possible CS triggers or to avoid the triggers by avoiding using VR. With the huge success and potential in the entertainment industry, it is very important to focus on the solutions to handling CS dilemmas. Therefore, the main observation for the developers is to have a guide around the set of established design principles aiming to broadly reduce CS. In this paper, we provide a method to apply artificial intelligence (AI) techniques and use machine learning (ML) algorit...
arXiv (Cornell University), 2020
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences but still does not offer an entirely perfect situation, mainly due to Cybersickness (CS) issues. In this work we first present a detailed review about possible causes of CS. Following, we propose a novel CS prediction solution. Our system is able to suggest if the user may be entering in the next moments of the application into a illness situation. We use Random Forest classifiers, based on a dataset we have produced. The CSPQ (Cybersickness Profile Questionnaire) is also proposed, which is used to identify the player's susceptibility to CS and the dataset construction. In addition, we designed two immersive environments for empirical studies where participants are asked to complete the questionnaire and describe (orally) the degree of discomfort during their gaming experience. Our data was achieved through 84 individuals on different days, using VR devices. Our proposal also allows to identify which are the most frequent attributes (causes) in the observed discomfort situations.
2018
Virtual Reality (VR) sickness seems one of the main limitations to the large-scale adoption of VR technologies. This disturbance seems to induce physiological changes that affect the sympathetic and parasympathetic activities of the users. Thereby, it seems relevant to measure users’ physiological data in order to prevent and reduce VR sickness. This paper presents the results of an initial real-life experiment of VR sickness detection based on physiological data. The electrodermal, cardiac and subjective data of 27 participants was recorded during VR sessions. Machine Learning algorithms were trained and the best model (Gradient Boosting) explained 48% of the VR sickness variance. These results demonstrate the opportunity to develop an automatic and continuous tool to detect the appearance of VR sickness based on physiological signals. This tool will prove very valuable to the VR industry. INTRODUCTION Virtual Reality (VR) appears as a major technological breakthrough and a main bu...
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2021
Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its origins and prevent or minimize it. One such factor is virtual movement. Movement, whether physical or virtual, can be represented in different forms. One way to represent and store it is with a temporally annotated point sequence. Because a sequence is memory-consuming, it is often preferable to save it in a compressed form. Compression allows redundant data to be eliminated while still preserving changes in speed and direction. Since changes in direction and velocity in VR can be associated with cybersickness, changes in compression rate can likely indicate changes in cybersickness levels. In this research, we explore whether quantifying changes in virtual movement can be used to estimate variation in cybersickness levels of VR users. We investigate the correlation between changes in the compression rate of movement data in two VR games with changes in players' cybersickness levels captured during gameplay. Our results show (1) a clear correlation between changes in compression rate and cybersickness, and (2) that a machine learning approach can be used to identify these changes. Finally, results from a second experiment show that our approach is feasible for cybersickness inference in games and other VR applications that involve movement.
arXiv (Cornell University), 2023
This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data points collected from diverse participants, including physiological responses (EDA and Heart Rate) and self-reported cybersickness symptoms. The paper will provide a detailed description of the dataset, including the arranged navigation task, the data collection procedures, and the data format. The dataset will serve as a valuable resource for researchers to develop and evaluate predictive models for cybersickness and will facilitate more research in cybersickness mitigation.
Multisensory Research, 2021
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator si...
arXiv (Cornell University), 2022
Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience issues, triggering possible symptoms of discomfort to users. This condition is known as cybersickness (CS) and is one of the most popular research topics tied to virtual reality (VR) issues. We first present the main strategies focused on minimizing cybersickness problems in virtual reality. Following this, we propose a guideline framework based on CS causes such as locomotion, acceleration, the field of view, depth of field, degree of freedom, exposition use time, latency-lag, static rest frame, and camera rotation. Additionally, serious games applications and broader categories of games can also adopt it. Additionally, we categorized the imminent challenges for CS minimization into four different items. Conclusively, this work contributes as a consulting reference to enable VR developers and designers to optimize their VR users' experience and VR serious games. Index Terms-head-mounted displays, virtual reality, cybersickness, VR-based serious games, challenges
International Journal of Virtual and Personal Learning Environments
Recently, virtual reality (VR) technologies have developed remarkably. However, some users have negative symptoms during VR experiences or post-experiences. Consequently, alleviating VR sickness is a major challenge, but an effective reduction method has not yet been discovered. The purpose of this article is to compare and evaluate VR sickness in two virtual environments (VE). Current known methods of reducing VR sickness were implemented. To measure VR sickness a validated simulator sickness questionnaire (SSQ) was undertaken by the subjects (n=21). In addition, subjects wore a customized biological sensor in order to evaluate their physiological data by measuring responses in three kinds of natural states and two kinds of VR experience states. This quantitative data, as objective evaluations according to the biological responses, is analyzed and considered alongside subjective qualitative evaluations according to the SSQ. The outcomes and limitations of the reduction methods and ...
Pertemuan Ke 2 Pengantar Teknologi Informasi , 2024
Bioetica - Rivista Interdisciplinare, 2023
China Perspectives
Cuadernos del MPD N° 7, 2018
The Journal of Modern African Studies, 2013
Revista de biologia tropical
Arxiv preprint arXiv: …, 2012
BMC Cancer, 2009
Research in World Economy, 2021
Lecture Notes in Computer Science, 2003
At-Tajdid : jurnal pendidikan dan pemikiran Islam, 2022