TY - GEN
T1 - Using trajectory compression rate to predict changes in cybersickness in virtual reality games
AU - Monteiro, Diego
AU - Liang, Hai Ning
AU - Tang, Xiaohang
AU - Irani, Pourang
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - 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.
AB - 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.
KW - Empirical studies in HCI
KW - Evaluation methods
KW - HCI design
KW - Human-centered computing
KW - Human-centered computing
KW - Virtual reality Human-centered computing
UR - http://www.scopus.com/inward/record.url?scp=85126395133&partnerID=8YFLogxK
U2 - 10.1109/ISMAR52148.2021.00028
DO - 10.1109/ISMAR52148.2021.00028
M3 - Conference Proceeding
AN - SCOPUS:85126395133
T3 - Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
SP - 138
EP - 146
BT - Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
A2 - Marchal, Maud
A2 - Ventura, Jonathan
A2 - Olivier, Anne-Helene
A2 - Wang, Lili
A2 - Radkowski, Rafael
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 20th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
Y2 - 4 October 2021 through 8 October 2021
ER -