Viewpoint Snapping to Reduce Cybersickness in Virtual Reality

Yasin Farmani, Robert J. Teather
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引用次数: 51

Abstract

Cybersickness in virtual reality (VR) is an on-going problem, despite recent advances in technology. In this paper, we propose a method for reducing the likelihood of cybersickness onset when using stationary (e.g., seated) VR setups. Our approach relies on reducing optic flow via inconsistent displacement - the viewpoint is “snapped” during fast movement that would otherwise induce cybersickness. We compared our technique, which we call viewpoint snapping, to a control condition without viewpoint snapping, in a custom-developed VR first-person shooter game. We measured participant cybersickness levels via the Simulator Sickness Questionnaire (SSQ), and user reported levels of nausea, presence, and objective error rate. Overall, our results indicate that viewpoint snapping significantly reduced SSQ reported cybersickness levels by about 40% and resulted in a reduction in participant nausea levels, especially with longer VR exposure. Presence levels and error rate were not significantly different between the viewpoint snapping and the control condition.
视点捕捉减少虚拟现实中的晕动症
尽管最近技术有所进步,但虚拟现实(VR)中的晕动症仍是一个持续存在的问题。在本文中,我们提出了一种方法来减少使用固定(例如,坐着)VR设置时晕机发作的可能性。我们的方法依赖于通过不一致的位移来减少光流——视点在快速移动时被“折断”,否则会引起晕屏。我们将我们的技术(我们称之为视点捕捉)与一款定制开发的VR第一人称射击游戏中没有视点捕捉的控制条件进行了比较。我们通过模拟晕机问卷(SSQ)测量参与者的晕机程度,以及用户报告的恶心程度、存在感和客观错误率。总体而言,我们的研究结果表明,视点捕捉显着降低了SSQ报告的晕动病水平约40%,并导致参与者恶心水平降低,尤其是长时间的VR暴露。视点捕捉与控制组的存在水平和错误率无显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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