An experimental methodology to capture user and gameplay data tied to cybersickness

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

Abstract


Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and bio/medical informatics. 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 publications in the virtual reality context. We created and conducted an iterative evaluating protocol methodology and proposed two VR games (a racing game and a flight game). The recorded data can be used for further machine learning analysis tied to cybersickness.
Keywords: virtual reality, head mounted displays, cybersickness, data collection, games

References

Kunjal Ahir, Kajal Govani, Rutvik Gajera, and Manan Shah. 2020. Application on virtual reality for enhanced education learning, military training and sports. Augmented Human Research 5, 1 (2020), 7.

Frank Biocca. 1992. Will simulation sickness slow down the diffusion of virtual environment technology? Presence: Teleoperators & Virtual Environments 1, 3 (1992), 334–343.

Mayra Carrión, Marco Santorum, Juan Benavides, Jose Aguilar, and Yolanda Ortiz. 2019. Developing a virtual reality serious game to recreational therapy using iPlus Methodology. In 2019 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 133–137.

Christopher Curry, Ruixuan Li, Nicolette Peterson, and Thomas A Stoffregen. 2020. Cybersickness in Virtual Reality Head-Mounted Displays: Examining the Influence of Sex Differences and Vehicle Control. International Journal of Human–Computer Interaction (2020), 1–7.

Simone Grassini and Karin Laumann. 2020. Are modern head-mounted displays sexist? A systematic review on gender differences in HMD-mediated virtual reality. Frontiers in Psychology 11 (2020).

Eugenia M Kolasinski. 1995. Simulator Sickness in Virtual Environments. Technical Report. DTIC Document.

Uwe Kühnapfel, Hüseyin Kemâl Cakmak, and Heiko Maaß. 2000. Endoscopic surgery training using virtual reality and deformable tissue simulation. Computers & graphics 24, 5 (2000), 671–682.

Hai-Ning Liang, Feiyu Lu, Yuwei Shi, Vijayakumar Nanjappan, and Konstantinos Papangelis. 2019. Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environments. Future Generation Computer Systems 95 (2019), 855–866.

Thiago Porcino. [n.d.]. Cybersickness Dataset. https://github.com/tmp1986/UFFCSData. Accessed: 2021-04-03.

Thiago Porcino, Erick O Rodrigues, Alexandre Silva, Esteban Clua, and Daniela Trevisan. 2020. Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games. In 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 1–8.

Albert Rizzo, Thomas D Parsons, Belinda Lange, Patrick Kenny, John G Buckwalter, Barbara Rothbaum, JoAnn Difede, John Frazier, Brad Newman, Josh Williams, et al. 2011. Virtual reality goes to war: A brief review of the future of military behavioral healthcare. Journal of clinical psychology in medical settings 18, 2 (2011), 176–187.

Bethesda Game Studios. 2015. The elder scrolls v: Skyrim. Bethesda Game Studios.
Published
2021-06-21
How to Cite

Select a Format
PORCINO, Thiago; TREVISAN, Daniela; CLUA, Esteban. An experimental methodology to capture user and gameplay data tied to cybersickness. In: XR IN GAMES WORKSHOP (XR IN GAMES), 1. , 2021, New York. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . DOI: https://doi.org/10.5753/xr_in_games.2021.15681.