Using Trajectory Compression Rate to Predict Changes in Cybersickness in Virtual Reality Games

D. Monteiro, Hai-Ning Liang, Xiaohang Tang, Pourang Irani
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引用次数: 13

Abstract

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.
利用轨迹压缩率预测虚拟现实游戏中晕动症的变化
在游戏等虚拟现实(VR)应用中,以快速、精确、非侵入性和非破坏性的方式识别晕动症仍然是一项挑战。晕屏有几个因素会导致晕屏,识别这些因素将有助于找到晕屏的根源,预防或减少晕屏。其中一个因素就是虚拟移动。运动,无论是物理的还是虚拟的,都可以用不同的形式来表示。表示和存储它的一种方法是使用临时注释的点序列。由于序列需要消耗内存,因此通常最好将其保存为压缩形式。压缩允许消除冗余数据,同时仍然保持速度和方向的变化。由于VR中方向和速度的变化可能与晕机有关,因此压缩率的变化可能表明晕机程度的变化。在这项研究中,我们探讨了虚拟运动的量化变化是否可以用来估计VR用户的晕动病水平的变化。我们研究了两款VR游戏中运动数据压缩率的变化与玩家在游戏过程中所捕获的晕动症水平的变化之间的相关性。我们的研究结果表明:(1)压缩率的变化与晕动病之间存在明显的相关性,(2)机器学习方法可以用来识别这些变化。最后,第二个实验的结果表明,我们的方法对于游戏和其他涉及运动的VR应用中的晕动症推断是可行的。
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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