Zhi-Qi Liang, Min-Bin Chen, Cheng-Xuan Wu, Yingzhu Li, Song-Hua Lin
{"title":"Effect of Viewing Angle and Distance on Motion Sickness in 3D game","authors":"Zhi-Qi Liang, Min-Bin Chen, Cheng-Xuan Wu, Yingzhu Li, Song-Hua Lin","doi":"10.1109/ECICE50847.2020.9301954","DOIUrl":null,"url":null,"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.","PeriodicalId":130143,"journal":{"name":"2020 IEEE Eurasia Conference on IOT, Communication and Engineering (ECICE)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 IEEE Eurasia Conference on IOT, Communication and Engineering (ECICE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ECICE50847.2020.9301954","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.