Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games

T. Porcino, É. O. Rodrigues, A. Silva, E. Clua, D. Trevisan
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引用次数: 13

Abstract

Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is accessible to everyone. While VR provides immersive experiences, it still does not offer an entirely perfect situation, mainly due to cybersickness (CS) issues. In this work, we propose a novel approach for predicting upcoming CS symptoms. Our solution is able to suggest whether the user of VR is entering into an illness situation. We adopted random forest classifiers and validated our solution using 16 different machine-learning techniques, which presented the best results. For training purposes, we built our own dataset through a CS profile questionnaire that we also propose in the present work. The questionnaire is focused on registering and identifying the user's susceptibility to CS, considering their historical conditions and also their response to the immersive environment developed by us. In this method, 86 individuals are selected and the developed questionnaire was put to them on different days, and the answers are compiled as dataset. Our proposal also identifying attributes responsible (causes and individual's parameters) for the observed stressful and uncomfortable situations.
利用游戏玩法和用户数据来预测和识别虚拟现实游戏中晕动症表现的原因
虚拟现实(VR)在游戏、教育、娱乐、军事和健康应用中是一个迫在眉睫的趋势,因为每个人都可以使用头戴式显示器。虽然VR提供了身临其境的体验,但它仍然没有提供一个完全完美的场景,主要是由于晕屏(CS)问题。在这项工作中,我们提出了一种预测即将到来的CS症状的新方法。我们的解决方案能够提示VR用户是否处于疾病状态。我们采用了随机森林分类器,并使用16种不同的机器学习技术验证了我们的解决方案,得到了最好的结果。出于培训目的,我们通过CS简介问卷建立了自己的数据集,我们在本工作中也提出了这一建议。调查问卷的重点是记录和识别用户对CS的易感性,考虑他们的历史条件以及他们对我们开发的沉浸式环境的反应。在该方法中,选取86名个人,在不同的日子对他们进行问卷调查,并将答案汇编为数据集。我们的建议还确定了导致观察到的压力和不舒服情况的属性(原因和个人参数)。
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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