Effect of Viewing Angle and Distance on Motion Sickness in 3D game

Zhi-Qi Liang, Min-Bin Chen, Cheng-Xuan Wu, Yingzhu Li, Song-Hua Lin
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Abstract

3D games have become popular in recent years. However, it is easy to produce a symptom when playing games, called 3D discomfort or motion sickness. The current explanations mostly focus on the authenticity of the game or the differences in the physiological level of the viewer. There is a rare discussion about whether the game causes human visual and brain discomfort which are caused by the 3D game production process. As many people feel uncomfortable with 3D games, the players gradually lose enthusiasm for the game. This study aims to understand motion sickness through the experiment and confirm that the field of view and viewing distance causes motion sickness through data collection. The experiment in this study has open and closed scenarios for psychological and physical tests. In the experiment, the players determine the most comfortable and uncomfortable vision and distance. The responses using a questionnaire are collected and analyzed in the online community. Based on the data, we test whether motion sickness occurs in different scenarios. The result helps prevent motion sickness in the game and allows players to enjoy the game. The result also provides basic data to prevent motion sickness in the game.
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视角和距离对3D游戏晕动病的影响
近年来,3D游戏变得非常流行。然而,在玩游戏时很容易产生一种症状,称为3D不适或晕动病。目前的解释主要集中在游戏的真实性或观看者生理水平的差异上。关于游戏是否会引起人类视觉和大脑的不适,这是3D游戏制作过程中引起的罕见讨论。由于很多人对3D游戏感到不舒服,玩家逐渐失去了对游戏的热情。本研究旨在通过实验了解晕动病,并通过数据收集确认视野和观看距离导致晕动病。本研究的实验分为开放和封闭两种场景进行心理和生理测试。在实验中,玩家确定最舒适和最不舒服的视野和距离。使用问卷的回答在在线社区中收集和分析。根据这些数据,我们测试了晕动病是否会在不同的情况下发生。其结果有助于防止游戏中的晕动病,并让玩家享受游戏。这一结果也为预防游戏中的晕动病提供了基础数据。
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