Using Gameplay and Players Data to Recommend Strategies to Reduce Cybersickness

  • Thiago Porcino UFF
  • Daniela Trevisan UFF
  • Esteban Clua UFF

Resumo


Virtual Reality (VR) is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not provide a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness (CS) is one of the most critical problems that make the game industry fearful for higher investments. In this work, we made a critical study on the theories and causes of CS in virtual environments. We unified in a paper most of the leading hardware and software proposals to identify, quantify and minimize the main sickness problems. We also provide clarification about the most relevant measurement tools used to quantify the level of sickness for one or more players through specific questionnaires. We also developed a demo plugin for a commercial game engine to collect relevant data in a VR game to use as a database to future research approaches to enhance user experience in head-mounted displays.

Referências

H. Buhler, S. Misztal, and J. Schild. Reducing vr sickness through peripheral visual effects. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 517–9. IEEE, 2018.

A. Dosovitskiy, P. Fischer, E. Ilg, P. Hausser, C. Hazirbas, V. Golkov, P. Van Der Smagt, D. Cremers, and T. Brox. Flownet: Learning optical flow with convolutional networks. In Proceedings of the IEEE International Conference on Computer Vision, pages 2758–2766, 2015.

J. Drexler. Identification of system design features that affect sickness in virtual environments. 2006.

A. S. Fernandes and S. K. Feiner. Combating vr sickness through subtle dynamic field-of-view modification. In 2016 IEEE Symposium on 3D User Interfaces (3DUI), pages 201–210. IEEE, 2016.

A. Garcia-Agundez, C. Reuter, H. Becker, R. Konrad, P. Caserman, A. Miede, and S. Gobel. Development of a classifier to determine factors ¨ causing cybersickness in virtual reality environments. Games for health journal, 2019.

H. Hua and B. Javidi. A 3d integral imaging optical see-through headmounted display. Optics express, 22(11):13484–13491, 2014.

J. Jerald and M. Whitton. Relating scene-motion thresholds to latency thresholds for head-mounted displays. In Virtual Reality Conference, 2009. VR 2009. IEEE, pages 211–218. IEEE, 2009.

J. Kim, W. Kim, S. Ahn, J. Kim, and S. Lee. Virtual reality sickness predictor: Analysis of visual-vestibular conflict and vr contents. In 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX), pages 1–6. IEEE, 2018.

E. M. Kolasinski. Simulator sickness in virtual environments. Technical report, DTIC Document, 1995.

P.-Y. Laffont and A. Hasnain. Adaptive dynamic refocusing: toward solving discomfort in virtual reality. In ACM SIGGRAPH 2017 Emerging Technologies, page 1. ACM, 2017.

E. Langbehn, P. Lubos, and F. Steinicke. Evaluation of locomotion techniques for room-scale vr: Joystick, teleportation, and redirected walking. In Proceedings of the Virtual Reality International ConferenceLaval Virtual, page 4. ACM, 2018.

J. J. LaViola Jr. A discussion of cybersickness in virtual environments. ACM SIGCHI Bulletin, 32(1):47–56, 2000.

J. J. Lin, H. Abi-Rached, and M. Lahav. Virtual guiding avatar: An effective procedure to reduce simulator sickness in virtual environments. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 719–726. ACM, 2004.

N. Norouzi, G. Bruder, and G. Welch. Assessing vignetting as a means to reduce vr sickness during amplified head rotations. In Proceedings of the 15th ACM Symposium on Applied Perception, page 19. ACM, 2018.

N. Padmanaban, R. Konrad, T. Stramer, E. A. Cooper, and G. Wetzstein. Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays. Proceedings of the National Academy of Sciences, page 201617251, 2017.

A. Ramsey, S. Nichols, and S. Cobb. Virtual reality induced symptoms and effects (vrise) in four different virtual reality display conditions. In Proceedings of HCI International (the 8th International Conference on Human-Computer Interaction) on Human-Computer Interaction: Ergonomics and User Interfaces-Volume I-Volume I, pages 142–146. L. Erlbaum Associates Inc., 1999.

L. R. Rebenitsch. Cybersickness prioritization and modeling. Michigan State University, 2015.

A. N. Ryge, C. Vollmers, J. S. Hvass, L. K. Andersen, T. Berthelsen, J. R. Bruun-Pedersen, N. C. Nilsson, and R. Nordahl. A preliminary investigation of the effects of discrete virtual rotation on cybersickness. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 675–676. IEEE, 2018.

R. J. Teather. Viewpoint snapping to reduce cybersickness in virtual reality.

H. T. Tran, N. P. Ngoc, C. T. Pham, Y. J. Jung, and T. C. Thang. A subjective study on qoe of 360 video for vr communication. In 2017 IEEE 19th International Workshop on Multimedia Signal Processing (MMSP), pages 1–6. IEEE, 2017.

T. Zhang, H. T. Nefs, and I. Heynderickx. Human discrimination of depth of field in stereoscopic and nonstereoscopic photographs. Perception, 43(5):368–380, 2014.
Publicado
16/10/2019
PORCINO, Thiago; TREVISAN, Daniela; CLUA, Esteban. Using Gameplay and Players Data to Recommend Strategies to Reduce Cybersickness. In: WORKSHOP DE TESES E DISSERTAÇÕES - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 21. , 2019, Rio de Janeiro. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2019 . p. 3-4. DOI: https://doi.org/10.5753/svr_estendido.2019.8449.