Estimating VR Sickness and user experience using different HMD technologies: An evaluation study (original) (raw)
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Effect of VR technology matureness on VR sickness
Multimedia Tools and Applications, 2018
In this paper relationship of perceived virtual reality (VR) sickness phenomenon with different generations of virtual reality head mounted displays (VR HMD) is presented. Action content type omnidirectional video clip was watched by means of four HMDs of different levels of technological matureness, with a 2D monitor used as a reference point. In addition to subjective estimation of VR sickness effects by means of the SSQ questionnaire, psychophysiology of the participants was monitored. Participant's electrodermal activity, heart rate, skin temperature and respiration rate were measured. Results of the study indicate differences between HMDs in both SSQ score and changes of physiology. Skin conductance was found to be significantly correlated with VR sickness. Mobile HMD did not induce significantly higher levels of VR sickness. Disorientation SSQ was proven to be a useful tool for assessing the VR sickness effects.
Virtual Reality Sickness and Challenges Behind Different Technology and Content Settings
Mobile Networks and Applications, 2019
VR sickness (Cybersickness) presents an important challenge in virtual reality environments. We present the results of a study on the effects of VR technology and VR video content type on VR sickness and on autonomous nervous system of the user. The participants watched two omnidirectional (360°) videos of different content types (neutral and action) on five distinct video display types (2D TV screen, three generations of Oculus Rift VR HMDs and on the mobile Samsung GearVR HMD). The Simulator Sickness Questionnaire (SSQ) in combination with the measurement of the physiological parameters (skin conductance and skin temperature, respiratory frequency and heart rate) were used to monitor the participants' physiology. The results show that video content significantly affects the SSQ grading and the skin conductance level. VR sickness effects were significantly reported less often with TV display type than with other VR HMDs.
Sensors
Although virtual reality (VR) has already achieved technological maturity, there are still some significant drawbacks for technology acceptance and broader user adoption, presenting research challenges. Thus, there is a need for standard, reliable, and quick assessment tools for Virtual Reality-Induced Symptoms and Effects (VRISE) and user experience in VR Assessing VRISE and user experience could be time consuming, especially when using objective physiological measures. In this study, we have reviewed, compared, and performed a suitability assessment of existing standard measures for evaluating VRISE and user experience in VR We have developed a first-person VR game with different scenes and different conditions. For assessing VRISE symptoms, we have used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). For assessing user experience, we have used the short version of the User Experience Questionnaire (UEQ-S). We have also used a novel Virtual Reality...
Virtual Reality Sickness: A Review of Causes and Measurements
International Journal of Human–Computer Interaction
In virtual reality (VR), users can experience symptoms of motion sickness, which is referred to as VR sickness or cybersickness. The symptoms include but are not limited to eye fatigue, disorientation, and nausea, which can impair the VR experience of users. Though many studies have attempted to reduce the discomfort, they produced conflicting results with varying degrees of VR sickness. In particular, a visually improved VR does not necessarily result in decreased VR sickness. To understand these unexpected results, we surveyed the causes of VR sickness and measurement of symptoms. We reorganized the causes of the VR sickness into three major factors (hardware, content, and human factors) and investigated the sub-component of each factor. We then surveyed frequently used measures of VR sickness, both subjective and objective approaches. We also investigated emerging approaches for reducing VR sickness and proposed a multimodal fidelity hypothesis to give an insight into future studies.
Virtual Reality Induced Symptoms and Effects (VRISE)
Teleoperators and Virtual Environments, 1999
Virtual reality (VR) systems are used in a variety of applications within industry, education, public and domestic settings. Research assessing reported symptoms and side effects of using VR systems indicates that these factors combine to influence user experiences of virtual reality induced symptoms and effects (VRISE). Three experiments were conducted to assess prevalence and severity of sickness symptoms experienced in each of four VR display conditions; head mounted display (HMD), desktop, projection screen and reality theatre, with controlled examination of two additional aspects of viewing (active vs. passive viewing and light vs. dark conditions). Results indicate 60-70% participants experience an increase in symptoms pre-post exposure for HMD, projection screen and reality theatre viewing and found higher reported symptoms in HMD compared with desktop viewing (nausea symptoms) and in HMD compared with reality theatre viewing (nausea, oculomotor and disorientation symptoms). No effect of lighting condition was found. Higher levels of symptoms were reported in passive viewing compared to active control over movement in the VE. However, the most notable finding was that of high inter-and intra-participant variability. As this supports other findings of individual susceptibility to VRISE, recommendations are offered concerning design and use of VR systems in order to minimise VRISE.
Measuring Reduction Methods for VR Sickness in Virtual Environments
International Journal of Virtual and Personal Learning Environments
Recently, virtual reality (VR) technologies have developed remarkably. However, some users have negative symptoms during VR experiences or post-experiences. Consequently, alleviating VR sickness is a major challenge, but an effective reduction method has not yet been discovered. The purpose of this article is to compare and evaluate VR sickness in two virtual environments (VE). Current known methods of reducing VR sickness were implemented. To measure VR sickness a validated simulator sickness questionnaire (SSQ) was undertaken by the subjects (n=21). In addition, subjects wore a customized biological sensor in order to evaluate their physiological data by measuring responses in three kinds of natural states and two kinds of VR experience states. This quantitative data, as objective evaluations according to the biological responses, is analyzed and considered alongside subjective qualitative evaluations according to the SSQ. The outcomes and limitations of the reduction methods and ...
Displays, 2008
Virtual reality (VR) systems are used in a variety of applications within industry, education, public and domestic settings. Research assessing reported symptoms and side effects of using VR systems indicates that these factors combine to influence user experiences of virtual reality induced symptoms and effects (VRISE). Three experiments were conducted to assess prevalence and severity of sickness symptoms experienced in each of four VR display conditions; head mounted display (HMD), desktop, projection screen and reality theatre, with controlled examination of two additional aspects of viewing (active vs. passive viewing and light vs. dark conditions). Results indicate 60-70% participants experience an increase in symptoms pre-post exposure for HMD, projection screen and reality theatre viewing and found higher reported symptoms in HMD compared with desktop viewing (nausea symptoms) and in HMD compared with reality theatre viewing (nausea, oculomotor and disorientation symptoms). No effect of lighting condition was found. Higher levels of symptoms were reported in passive viewing compared to active control over movement in the VE. However, the most notable finding was that of high inter-and intra-participant variability. As this supports other findings of individual susceptibility to VRISE, recommendations are offered concerning design and use of VR systems in order to minimise VRISE.
Virtual Reality Induced Symptoms and Effects: Concerns, Causes, Assessment & Mitigation
Virtual Worlds
The utilization of commercially available virtual reality (VR) environments has increased over the last decade. Motion sickness that is commonly reported while using VR devices is still prevalent and reported at a higher than acceptable rate. The virtual reality induced symptoms and effects (VRISE) are considered the largest barrier to widespread usage. Current measurement methods have uniform use across studies but are subjective and are not designed for VR. VRISE and other motion sickness symptom profiles are similar but not exactly the same. Common objective physiological and biomechanical as well as subjective perception measures correlated with VRISE should be used instead. Many physiological biomechanical and subjective changes evoked by VRISE have been identified. There is a great difficulty in claiming that these changes are directly caused by VRISE due to numerous other factors that are known to alter these variables resting states. Several theories exist regarding the caus...