Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay

Jialin Wang, Hai-Ning Liang, D. Monteiro, Wenge Xu, Hao Chen, Qiwen Chen
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引用次数: 5

Abstract

Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to detect SS is using the Simulator Sickness Questionnaire (SSQ). SSQ is a subjective measurement and is inadequate for real-time applications such as VR games. This research aims to investigate how to use machine learning techniques to detect SS based on in-game characters’ and users' physiological data during gameplay in VR games. To achieve this, we designed an experiment to collect such data with three types of games. We trained a Long Short-Term Memory neural network with the dataset eye-tracking and character movement data to detect SS in real-time. Our results indicate that, in VR games, our model is an accurate and efficient way to detect SS in real-time.
基于玩家在游戏过程中的心理生理数据的虚拟现实游戏中模拟器病的实时检测
虚拟现实(VR)技术在过去十年,特别是最近几年得到了蓬勃发展。然而,模拟器病(Simulator Sickness, SS)仍然是影响其广泛应用的重要问题。目前,最常见的检测SS的方法是使用模拟器疾病问卷(SSQ)。SSQ是一种主观的测量方法,不适用于VR游戏等实时应用。本研究旨在研究如何使用机器学习技术来检测基于虚拟现实游戏中游戏角色和用户的生理数据的SS。为了实现这一点,我们设计了一个实验,用三种类型的游戏来收集这些数据。我们使用眼动数据集和角色运动数据集训练了一个长短期记忆神经网络来实时检测SS。我们的研究结果表明,在VR游戏中,我们的模型是一种准确有效的实时检测SS的方法。
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