Reducing cybersickness in 360-degree virtual reality

03/05/2021
by   Iqra Arshad, et al.
0

Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Triggered by a sensory conflict between the visual and vestibular systems, cybersickness symptoms cause discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree VR. In 360-degrees VR experiences, movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may potentially induce cybersickness. We have evaluated whether an Artificial Intelligence (AI) software designed to supplement the VR experience with artificial 6-degree-of-freedom motion may reduce sensory conflict, and therefore cybersickness. Explicit (questionnaires) and implicit (physiological responses) measurements were used to measure cybersickness symptoms during and after VR exposure. Our results confirmed a reduction in feelings of nausea during the AI supplemented 6-degree-of-freedom motion VR. Through improving the congruency between visual and vestibular cues, users can experience more engaging, immersive and safe virtual reality, which is critical for the application of VR in educational, medical, cultural and entertainment settings.

READ FULL TEXT
research
01/18/2022

VibroWeight: Simulating Weight and Center of Gravity Changes of Objects in Virtual Reality for Enhanced Realism

Haptic feedback in virtual reality (VR) allows users to perceive the phy...
research
01/22/2023

Exploiting Out-of-band Motion Sensor Data to De-anonymize Virtual Reality Users

Virtual Reality (VR) is an exciting new consumer technology which offers...
research
06/06/2023

VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research

Researchers have used machine learning approaches to identify motion sic...
research
10/06/2017

Rotation Blurring: Use of Artificial Blurring to Reduce Cybersickness in Virtual Reality First Person Shooters

Users of Virtual Reality (VR) systems often experience vection, the perc...
research
03/09/2017

Position Tracking for Virtual Reality Using Commodity WiFi

Today, experiencing virtual reality (VR) is a cumbersome experience whic...
research
01/20/2021

Multimodality in VR: A survey

Virtual reality (VR) is rapidly growing, with the potential to change th...
research
09/24/2022

Facilitating Self-monitored Physical Rehabilitation with Virtual Reality and Haptic feedback

Physical rehabilitation is essential to recovery from joint replacement ...

Please sign up or login with your details

Forgot password? Click here to reset