Browsing by Subject "Cybersickness"
Now showing 1 - 4 of 4
Results Per Page
Sort Options
Item APAL 2019: Postural Data, Game Performance, and Subjective Responses of Cybersickness in Virtual Reality Head-Mounted Displays(2019-12-16) Curry, Christopher; Li, Ruixuan; Peterson, Nicolette; Stoffregen, Thomas; curry134@umn.edu; Curry, Christopher; University of Minnesota Affordance Perception-Action LaboratoryCybersickness is a subset of motion sickness and is experienced by users after they are immersed in a computer-generated virtual environment. Prior motion sickness research has shown that individuals that become motion sick display distinct kinematic patterns that differ from those that do not become sick. For this reason, kinematic data were collected before virtual reality (VR) exposure, and during exposure. Following exposure, some participants reported motion sickness. Subjects that reported motion sickness were classified into the sickness group, while those that did not report any symptoms were classified into the well group. This data set includes the collected kinematic data, subjective responses on the simulator sickness questionnaire, and game performance data. Kinematic data was collected before exposure via a force plate, and during exposure using a Polhemus Electromagnetic Tracker. The data are shared to follow guidelines as required by the journals we are submitting to.Item Cybersickness in Virtual Reality Head-Mounted Displays: Examining the Influence of Sex Differences, Vehicle Control and Postural Precursors(2021-05) Curry, ChristopherThe auspicious future of virtual reality could be thwarted by cybersickness.Cybersickness can be thought of as a subset of motion sickness and like motion sickness is more common among women than among men. Additionally, motion sickness is more common among passengers than among drivers. In this dissertation research, it was asked whether these two effects might interact. In a yoked-control design using a head-mounted display, one member of each pair drove a virtual automobile, while the other member watched a recording of the driver’s performance. In Chapter 2, it is explored whether such an interaction existed and the overall rates of cybersickness amongst these two groups. Previous research has shown that the subjective experience of cybersickness often is preceded by distinctive patterns of movement. In Chapter 3, it is examined whether such postural precursors of cybersickness might exist before participants were exposed to a virtual driving game presented. In this chapter, participants standing body sway was gathered while participants performed simple visual tasks (staring at a blank page vs. counting target letters in a block of text). In Chapter 4, movement of the head and torso was recorded while participants were exposed to a driving video while seated. These three chapters further inform the current understanding of cybersickness, and whether certain factors of the virtual environment may increase the likelihood of individuals becoming cybersick. Furthermore, chapters 3 and 4 further explore whether movement data can be used as an objective predictor in cybersickness research. If movement data further proves to be an objective predictor then this approach can be one iii of many approaches to assuage cybersickness for highly susceptible individuals.Item Data from "Effects of decades of physical driving on body movement and motion sickness during virtual driving"(2017-10-24) Stoffregen, Thomas A; Chang, Chih-Hui; Chen, Fu-Chen; Zeng, Wei-Jhong; tas@umn.edu; Stoffregen, Thomas AWe investigated relations between experience driving physical automobiles and motion sickness during the driving of virtual automobiles. Middle-aged individuals drove a virtual automobile in a driving video game. Drivers were individuals who had possessed a driver’s license for approximately 30 years, and who drove regularly, while non-drivers were individuals who had never held a driver’s license, or who had not driven for more than 15 years. During virtual driving, we monitored movement of the head and torso. During virtual driving, drivers became motion sick more rapidly than non-drivers, but the incidence and severity of motion sickness did not differ as a function of driving experience. Patterns of movement during virtual driving differed as a function of driving experience. Separately, movement differed between participants who later became motion sick and those who did not. Most importantly, physical driving experience influenced patterns of postural activity that preceded motion sickness during virtual driving. The results are consistent with the postural instability theory of motion sickness, and help to illuminate relations between the control of physical and virtual vehicles.Item Design and Evaluation of Dynamic Field-of-View Restriction Techniques to Mitigate Cybersickness in Virtual Reality(2022-09) Wu, FeiAlthough virtual reality has been gaining in popularity, users continue to report discomfort during and after the use of VR applications, and many experience symptoms associated with cybersickness. To mitigate this problem, dynamic field-of-view (FOV) restriction is a common technique that has been widely implemented in commercial VR games. FOV restriction artificially reduces the field of view during movement to limit optical flows and reduce discomfort caused by the mismatch between virtual motion and physical motion. FOV restriction has been shown in numerous studies to improve comfort and enhance user experience in virtual reality. The standard dynamic FOV restriction is created by adding a symmetrical black opaque mask at the periphery of the user’s filed-of-view and its size changes only with the user's virtual velocity. It does not take into account any differences in users, virtual environments, or other usage conditions. This simplistic implementation leads to some limitations. The first limitation is that the FOV restriction reduces users' visibility of the virtual environment and can negatively impact their subjective experience. The second limitation is that the unblocked imagery when applying restrictor is usually in the center of the field of view, which is incompatible with the users' eye movements during locomotion. The third limitation is that the classical restrictor is scaled by the velocity and angular velocity of users' virtual movements. This design assumes that users feel the same cybersickness when they experience the same velocity, which is unrealistic. Beyond these limitations, there is a lack of scientific understanding of how to effectively apply FOV restrictions for different types of virtual environments and virtual motions. This thesis presents four major contributions to the existing dynamic FOV restriction research. First, I present a novel technique known as passthrough FOV restriction, which combines the dynamic field of view modification with rest frames generated from 3D scans of the physical environment. The informal testing suggests that this approach is a promising method for reducing motion sickness and improving user safety at the same time. Secondly, I present a novel asymmetric field-of-view restrictor known as the ground-visible restrictor, which maintains the visibility of the ground plane during movement. User studies showed that ground-visible FOV restriction offers benefits for user comfort, postural stability, and a subjective sense of presence. Thirdly, I provide another variant of FOV restriction, referred to as the side restrictor, which expands side visibility and maintains restriction during rotation. A user study evaluated the new technology and demonstrated its benefits in reducing cybersickness and discomfort and improving visibility. Finally, I present an adaptive restrictor that uses the optical flow amount to determine the position and size of the restriction. A mixed design study investigated its performance and confirmed its superiority over traditional restrictors in providing a better subjective user experience.