Assessing vignetting as a means to reduce VR sickness during amplified head rotations

Nahal Norouzi, G. Bruder, G. Welch
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引用次数: 35

Abstract

Redirected and amplified head movements have the potential to provide more natural interaction with virtual environments (VEs) than using controller-based input, which causes large discrepancies between visual and vestibular self-motion cues and leads to increased VR sickness. However, such amplified head movements may also exacerbate VR sickness symptoms over no amplification. Several general methods have been introduced to reduce VR sickness for controller-based input inside a VE, including a popular vignetting method that gradually reduces the field of view. In this paper, we investigate the use of vignetting to reduce VR sickness when using amplified head rotations instead of controller-based input. We also investigate whether the induced VR sickness is a result of the user's head acceleration or velocity by introducing two different modes of vignetting, one triggered by acceleration and the other by velocity. Our dependent measures were pre and post VR sickness questionnaires as well as estimated discomfort levels that were assessed each minute of the experiment. Our results show interesting effects between a baseline condition without vignetting, as well as the two vignetting methods, generally indicating that the vignetting methods did not succeed in reducing VR sickness for most of the participants and, instead, lead to a significant increase. We discuss the results and potential explanations of our findings.
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评估视晕作为在头部放大旋转期间减少VR疾病的一种手段
与使用基于控制器的输入相比,重定向和放大的头部运动有可能提供与虚拟环境(ve)更自然的交互,后者会导致视觉和前庭自我运动线索之间的巨大差异,并导致VR疾病的增加。然而,这种放大的头部运动也可能加剧VR病的症状。有几种常用的方法可以减少VE内部基于控制器输入的VR眩晕感,包括一种流行的逐渐缩小视野的渐晕方法。在本文中,我们研究了当使用放大的头部旋转而不是基于控制器的输入时,使用渐晕来减少VR眩晕。我们还通过引入两种不同的渐晕模式(一种由加速度触发,另一种由速度触发)来研究诱发的VR疾病是否是用户头部加速度或速度的结果。我们的依赖措施是VR前和VR后的疾病问卷,以及每分钟评估一次的估计不适程度。我们的研究结果显示,在没有渐晕的基线条件下,以及两种渐晕方法之间存在有趣的影响,通常表明渐晕方法并没有成功地减少大多数参与者的VR疾病,相反,会导致显着增加。我们讨论了结果和我们发现的潜在解释。
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