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Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study

Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, fram...

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Detalles Bibliográficos
Autores principales: Oh, Heeseok, Son, Wookho
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963115/
https://www.ncbi.nlm.nih.gov/pubmed/35214216
http://dx.doi.org/10.3390/s22041314
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author Oh, Heeseok
Son, Wookho
author_facet Oh, Heeseok
Son, Wookho
author_sort Oh, Heeseok
collection PubMed
description Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and controllability), we generated cybersickness reference (CYRE) content with 52 VR scenes that represent different content attributes. A protocol for cybersickness evaluation was designed to collect subjective opinions from 154 participants as reliably as possible in conjunction with objective data such as rendered VR scenes and biological signals. By investigating the data obtained through the experiment, the statistically significant relationships—the degree that the cybersickness varies with each isolated content factor—are separately identified. We showed that the cybersickness severity was highly correlated with six biological features reflecting brain activities (i.e., relative power spectral densities of Fp1 delta, Fp 1 beta, Fp2 delta, Fp2 gamma, T4 delta, and T4 beta waves) with a coefficient of determination greater than 0.9. Moreover, our experimental results show that individual characteristics (age and susceptibility) are also quantitatively associated with cybersickness level. Notably, the constructed dataset contains a number of labels (i.e., subjective cybersickness scores) that correspond to each VR scene. We used these labels to build cybersickness prediction models and obtain a reliable predictive performance. Hence, the proposed dataset is supposed to be widely applicable in general-purpose scenarios regarding cybersickness quantification.
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spelling pubmed-89631152022-03-30 Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study Oh, Heeseok Son, Wookho Sensors (Basel) Article Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and controllability), we generated cybersickness reference (CYRE) content with 52 VR scenes that represent different content attributes. A protocol for cybersickness evaluation was designed to collect subjective opinions from 154 participants as reliably as possible in conjunction with objective data such as rendered VR scenes and biological signals. By investigating the data obtained through the experiment, the statistically significant relationships—the degree that the cybersickness varies with each isolated content factor—are separately identified. We showed that the cybersickness severity was highly correlated with six biological features reflecting brain activities (i.e., relative power spectral densities of Fp1 delta, Fp 1 beta, Fp2 delta, Fp2 gamma, T4 delta, and T4 beta waves) with a coefficient of determination greater than 0.9. Moreover, our experimental results show that individual characteristics (age and susceptibility) are also quantitatively associated with cybersickness level. Notably, the constructed dataset contains a number of labels (i.e., subjective cybersickness scores) that correspond to each VR scene. We used these labels to build cybersickness prediction models and obtain a reliable predictive performance. Hence, the proposed dataset is supposed to be widely applicable in general-purpose scenarios regarding cybersickness quantification. MDPI 2022-02-09 /pmc/articles/PMC8963115/ /pubmed/35214216 http://dx.doi.org/10.3390/s22041314 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Oh, Heeseok
Son, Wookho
Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
title Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
title_full Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
title_fullStr Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
title_full_unstemmed Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
title_short Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
title_sort cybersickness and its severity arising from virtual reality content: a comprehensive study
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963115/
https://www.ncbi.nlm.nih.gov/pubmed/35214216
http://dx.doi.org/10.3390/s22041314
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