Investigating the effects of density and opacity of rest frames for VR sickness reduction

IF 5.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Minyoung Baek, Hyungki Kim
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Abstract

One of the side effects of VR experiences, VR sickness, resembles real motion sickness and can cause discomfort for VR users. Rest Frame (RF) is a set of virtual objects independent of the virtual environment (VE) that serve as fixed visual elements. Previous research has shown that using RF can reduce VR sickness. However, a constantly visible RF in the user’s field of view may obstruct objects in the VE and cause a decrease in the field of view, thereby impairing user presence. This study consists of two experiments aimed at exploring configurations of RF that minimize a decrease in presence while maximizing the reduction of VR sickness. In the first experiment, RF configurations with varying levels of opacity and density were tested during virtual travel. Eighteen VR users provide real-time responses regarding their level of VR sickness. After each of the three sessions, participants completed a Simulator Sickness Questionnaire (SSQ) to assess VR sickness and the Witmer & Singer Presence Questionnaire (WS) to evaluate presence. Results indicated that changes in RF density did not significantly affect either VR sickness or presence. The second experiment, planned based on the findings of the first, compared the most effective RF (opacity 0.4, density 0.4) identified in the initial experiment to a no-RF condition with twelve participants. Results confirmed that the most effective RF reduced VR sickness compared to the absence of RF. These findings highlight the importance of appropriate RF design in improving user comfort and suggest practical guidelines for developing immersive virtual environments.
调查休息框架的密度和不透明度对VR疾病减少的影响
VR体验的副作用之一,VR病,类似于真正的晕动病,会给VR用户带来不适。Rest Frame (RF)是一组独立于虚拟环境(VE)的虚拟对象,它们是固定的视觉元素。先前的研究表明,使用射频可以减少VR病。但是,如果在用户的视野范围内出现持续可见的射频,可能会遮挡VE内的物体,导致视野缩小,影响用户的存在感。本研究由两个实验组成,旨在探索射频配置,最大限度地减少存在感,同时最大限度地减少VR疾病。在第一个实验中,在虚拟旅行期间测试了具有不同不透明度和密度水平的RF配置。18名虚拟现实用户提供了关于他们的虚拟现实疾病程度的实时反馈。在三个阶段的每一个阶段后,参与者完成了模拟器疾病问卷(SSQ)来评估虚拟现实疾病,并完成了Witmer & Singer在场问卷(WS)来评估在场。结果表明,射频密度的变化对VR疾病或存在都没有显著影响。第二个实验是在第一个实验的基础上计划的,将最初实验中确定的最有效射频(不透明度0.4,密度0.4)与12名参与者的无射频条件进行比较。结果证实,与没有射频相比,最有效的射频减少了VR疾病。这些发现强调了适当的射频设计在提高用户舒适度方面的重要性,并为开发沉浸式虚拟环境提供了实用指南。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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