An XR Framework Proposal to Assist Designers in Minimizing Cybersickness
Resumo
Extended Reality (XR), as a form of human-computer interaction, continues to encounter significant challenges related to user well-being. The frequent discomfort experienced during the use of head-mounted displays (HMDs), commonly referred to as cybersickness, has been the focus of extensive research. This research has led to the development of various techniques aimed at mitigating these adverse effects. However, there remains an absence of a streamlined, automated method to implement these measures effectively. This project seeks to address this gap by providing developers with a tool that facilitates the easy and modular implementation of cybersickness mitigation techniques. Utilizing game engine events as triggers, this prototype allows for the activation and deactivation of these techniques in a seamless manner. We believe this approach will not only simplify the application process for developers but also promote the broader adoption of VR by enhancing user comfort and overall experience.
Palavras-chave:
Extended Reality, Virtual Reality, Cybersickness, First-person Shooter Games, Human-computer interaction
Referências
Pulkit Budhiraja, Mark Roman Miller, Abhishek K Modi, and David Forsyth. 2017. Rotation blurring: use of artificial blurring to reduce cybersickness in virtual reality first person shooters. arXiv preprint arXiv:1710.02599 (2017).
Polona Caserman, Augusto Garcia-Agundez, Alvar Gámez Zerban, and Stefan Göbel. 2021. Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook. Virtual Reality 25, 4 (2021), 1153–1170.
Simon Davis, Keith Nesbitt, and Eugene Nalivaiko. 2014. A systematic review of cybersickness. In Proceedings of the 2014 conference on interactive entertainment. 1–9.
Ying Jiang, Chang Yu, Tianyi Xie, Xuan Li, Yutao Feng, Huamin Wang, Minchen Li, Henry Lau, Feng Gao, Yin Yang, et al. 2024. VR-GS: a physical dynamics-aware interactive gaussian splatting system in virtual reality. In ACM SIGGRAPH 2024 Conference Papers. 1–1.
Judith Josupeit. 2023. Does pinocchio get cybersickness?-the mitigating effect of a virtual nose on cybersickness. In Proceedings of the AHFE International Conference, San Francisco, CA, USA. 20–24.
Nahal Norouzi, Gerd Bruder, and Greg Welch. 2018. Assessing vignetting as a means to reduce VR sickness during amplified head rotations. In Proceedings of the 15th ACM Symposium on Applied Perception. 1–8.
Anjul Patney, Marco Salvi, Joohwan Kim, Anton Kaplanyan, Chris Wyman, Nir Benty, David Luebke, and Aaron Lefohn. 2016. Towards foveated rendering for gaze-tracked virtual reality. ACM Transactions on Graphics (TOG) 35, 6 (2016), 1–12.
Thiago Porcino, Derek Reilly, Esteban Clua, and Daniela Trevisan. 2022. A guideline proposal for minimizing cybersickness in VR-based serious games and applications. In 2022 IEEE 10th International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 1–8.
Thiago Porcino, Erick O Rodrigues, Flavia Bernardini, Daniela Trevisan, and Esteban Clua. 2022. Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms. Entertainment Computing 41 (2022), 100473.
Polona Caserman, Augusto Garcia-Agundez, Alvar Gámez Zerban, and Stefan Göbel. 2021. Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook. Virtual Reality 25, 4 (2021), 1153–1170.
Simon Davis, Keith Nesbitt, and Eugene Nalivaiko. 2014. A systematic review of cybersickness. In Proceedings of the 2014 conference on interactive entertainment. 1–9.
Ying Jiang, Chang Yu, Tianyi Xie, Xuan Li, Yutao Feng, Huamin Wang, Minchen Li, Henry Lau, Feng Gao, Yin Yang, et al. 2024. VR-GS: a physical dynamics-aware interactive gaussian splatting system in virtual reality. In ACM SIGGRAPH 2024 Conference Papers. 1–1.
Judith Josupeit. 2023. Does pinocchio get cybersickness?-the mitigating effect of a virtual nose on cybersickness. In Proceedings of the AHFE International Conference, San Francisco, CA, USA. 20–24.
Nahal Norouzi, Gerd Bruder, and Greg Welch. 2018. Assessing vignetting as a means to reduce VR sickness during amplified head rotations. In Proceedings of the 15th ACM Symposium on Applied Perception. 1–8.
Anjul Patney, Marco Salvi, Joohwan Kim, Anton Kaplanyan, Chris Wyman, Nir Benty, David Luebke, and Aaron Lefohn. 2016. Towards foveated rendering for gaze-tracked virtual reality. ACM Transactions on Graphics (TOG) 35, 6 (2016), 1–12.
Thiago Porcino, Derek Reilly, Esteban Clua, and Daniela Trevisan. 2022. A guideline proposal for minimizing cybersickness in VR-based serious games and applications. In 2022 IEEE 10th International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 1–8.
Thiago Porcino, Erick O Rodrigues, Flavia Bernardini, Daniela Trevisan, and Esteban Clua. 2022. Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms. Entertainment Computing 41 (2022), 100473.
Publicado
30/09/2024
Como Citar
SANTIAGO, Leonardo Giuri; KRONEMBERGER, Victhor Alves; PORCINO, Thiago; CHERULLO, Renato; RAPOSO, Alberto.
An XR Framework Proposal to Assist Designers in Minimizing Cybersickness. In: XR EXPERIENCE - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 21-22.
DOI: https://doi.org/10.5753/svr_estendido.2024.244711.