Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay

Jialin Wang*, Hai Ning Liang, Diego Vilela Monteiro, Wenge Xu, Hao Chen, Qiwen Chen

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

9 Citations (Scopus)

Abstract

Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to detect SS is using the Simulator Sickness Questionnaire (SSQ). SSQ is a subjective measurement and is inadequate for real-Time applications such as VR games. This research aims to investigate how to use machine learning techniques to detect SS based on in-game characters' and users' physiological data during gameplay in VR games. To achieve this, we designed an experiment to collect such data with three types of games. We trained a Long Short-Term Memory neural network with the dataset eye-Tracking and character movement data to detect SS in real-Time. Our results indicate that, in VR games, our model is an accurate and efficient way to detect SS in real-Time.

Original languageEnglish
Title of host publicationAdjunct Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages247-248
Number of pages2
ISBN (Electronic)9781728176758
DOIs
Publication statusPublished - Nov 2020
Event2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020 - Virtual, Recife, Brazil
Duration: 9 Nov 202013 Nov 2020

Publication series

NameAdjunct Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020

Conference

Conference2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020
Country/TerritoryBrazil
CityVirtual, Recife
Period9/11/2013/11/20

Keywords

  • EEG
  • Eye-Tracking
  • Gaming
  • Machine Learning
  • Simulator Sickness
  • Virtual Reality

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