Get Well Soon! Human Factors' Influence on Cybersickness After Redirected Walking Exposure in Virtual Reality

Cybersickness poses a crucial threat to applications in the domain of Virtual Reality. Yet, its predictors are insufficiently explored when redirection techniques are applied. Those techniques let users explore large virtual spaces by natural walking in a smaller tracked space. This is achieved by unnoticeably manipulating the user’s virtual walking trajectory. Unfortunately, this also makes the application more prone to cause Cybersickness. We conducted a user study with a semi-structured interview to get quantitative and qualitative insights into this domain. Results show that Cybersickness arises, but also eases ten minutes after the exposure. Quantitative results indicate that a tolerance towards Cybersickness might be related to self-efficacy constructs and therefore learnable or trainable, while qualitative results indicate that users’ endurance of Cybersickness is dependent on symptom factors such as intensity and duration, as well as factors of usage context and motivation. The role of Cybersickness in Virtual Reality environments is discussed in terms of the applicability of redirected walking techniques.

[1]  Luisa Vervier,et al.  Influence of temporal delay and display update rate in an augmented reality application scenario , 2015, MUM.

[2]  K Kroenke,et al.  Gender Differences in the Reporting of Physical and Somatoform Symptoms , 1998, Psychosomatic medicine.

[3]  T. Stoffregen,et al.  An ecological Theory of Motion Sickness and Postural Instability , 1991 .

[4]  Mark T. Bolas,et al.  Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture , 2012, IEEE Transactions on Visualization and Computer Graphics.

[5]  Gerd Bruder,et al.  Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks , 2016, SUI.

[6]  David A. Forsyth,et al.  Rotation Blurring: Use of Artificial Blurring to Reduce Cybersickness in Virtual Reality First Person Shooters , 2017, ArXiv.

[7]  Philipp Brauner,et al.  Effects of data presentation and perceptual speed on speed and accuracy in table reading for inventory control , 2015 .

[8]  Mark T. Bolas,et al.  An enhanced steering algorithm for redirected walking in virtual environments , 2014, 2014 IEEE Virtual Reality (VR).

[9]  Michael E. McCauley,et al.  Cybersickness: Perception of Self-Motion in Virtual Environments , 1992, Presence: Teleoperators & Virtual Environments.

[10]  Heinrich H. Bülthoff,et al.  Circular, Linear, and Curvilinear Vection in a Large-screen Virtual Environment with Floor Projection , 2008, 2008 IEEE Virtual Reality Conference.

[11]  Mary C. Whitton,et al.  Evaluation of Reorientation Techniques and Distractors for Walking in Large Virtual Environments , 2009, IEEE Transactions on Visualization and Computer Graphics.

[12]  Frédéric Merienne,et al.  New VR Navigation Techniques to Reduce Cybersickness , 2017, ERVR.

[13]  Joseph J. LaViola,et al.  A discussion of cybersickness in virtual environments , 2000, SGCH.

[14]  Markus Lappe,et al.  Subliminal Reorientation and Repositioning in Immersive Virtual Environments using Saccadic Suppression , 2015, IEEE Transactions on Visualization and Computer Graphics.

[15]  Peter Vamplew,et al.  Generalised Algorithms for Redirected Walking in Virtual Environments , 2004 .

[16]  Hannes Kaufmann,et al.  Flexible spaces: Dynamic layout generation for infinite walking in virtual environments , 2013, 2013 IEEE Symposium on 3D User Interfaces (3DUI).

[17]  André Calero Valdez,et al.  You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected Walking , 2018, IEEE Transactions on Visualization and Computer Graphics.

[18]  Scott A. Kuhl,et al.  Flexible and general redirected walking for head-mounted displays , 2013, 2013 IEEE Virtual Reality (VR).

[19]  W. Bles,et al.  Motion sickness. , 2000, Current opinion in neurology.

[20]  Kay M. Stanney,et al.  Realizing the full potential of virtual reality: human factors issues that could stand in the way , 1995, Proceedings Virtual Reality Annual International Symposium '95.

[21]  Evan A. Suma,et al.  A realistic walking model for enhancing redirection in virtual reality , 2016, 2016 IEEE Virtual Reality (VR).

[22]  Mel Slater,et al.  A Virtual Presence Counter , 2000, Presence: Teleoperators & Virtual Environments.

[23]  Robert S. Kennedy,et al.  Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness. , 1993 .

[24]  Simon Davis,et al.  Comparing the onset of cybersickness using the Oculus Rift and two virtual roller coasters , 2015 .

[25]  Martina Ziefle,et al.  Gender Differences in Acceptance and Attitudes towards an Invasive Medical Stent , 2011 .

[26]  M. Treisman Motion sickness: an evolutionary hypothesis. , 1977, Science.

[27]  P. Auer,et al.  A system for transcribing talk-in-interaction : GAT 2 , 2011 .

[28]  Mark Mon-Williams,et al.  What does virtual reality NEED?: human factors issues in the design of three-dimensional computer environments , 1996, Int. J. Hum. Comput. Stud..

[29]  Udo Kuckartz,et al.  Qualitative Text Analysis: A Guide to Methods, Practice & Using Software , 2013 .

[30]  S. N. Musa,et al.  A Review on Cybersickness and Usability in Virtual Environments , 2013 .

[31]  Mary C. Whitton,et al.  Walking > walking-in-place > flying, in virtual environments , 1999, SIGGRAPH.

[32]  André Calero Valdez,et al.  Gender Differences in Usage Motivation for Social Networks at Work , 2016, HCI.

[33]  Rosa María Baños,et al.  Immersion and Emotion: Their Impact on the Sense of Presence , 2004, Cyberpsychology Behav. Soc. Netw..

[34]  Julie M. Drexler,et al.  Cybersickness is Not Simulator Sickness , 1997 .

[35]  Steven K. Feiner,et al.  Combating VR sickness through subtle dynamic field-of-view modification , 2016, 2016 IEEE Symposium on 3D User Interfaces (3DUI).

[36]  Ruth B. Ekstrom,et al.  Manual for kit of factor-referenced cognitive tests , 1976 .

[37]  Daniela Gorski Trevisan,et al.  Minimizing cyber sickness in head mounted display systems: Design guidelines and applications , 2016, 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH).

[38]  Mary C. Whitton,et al.  Improved Redirection with Distractors: A large-scale-real-walking locomotion interface and its effect on navigation in virtual environments , 2010, 2010 IEEE Virtual Reality Conference (VR).

[39]  T. Stoffregen,et al.  Postural instability precedes motion sickness , 1998, Brain Research Bulletin.

[40]  Viswanath Venkatesh,et al.  Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology , 2012, MIS Q..

[41]  Frank Biocca,et al.  Will Simulation Sickness Slow Down the Diffusion of Virtual Environment Technology? , 1992, Presence: Teleoperators & Virtual Environments.

[42]  Thomas A. Furness,et al.  The role of rest frames in vection, presence and motion sickness , 1998 .

[43]  Gerd Bruder,et al.  Estimation of Detection Thresholds for Redirected Walking Techniques , 2010, IEEE Transactions on Visualization and Computer Graphics.

[44]  Kay M. Stanney,et al.  What to Expect from Immersive Virtual Environment Exposure: Influences of Gender, Body Mass Index, and Past Experience , 2003, Hum. Factors.

[45]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[46]  Michal Lahav,et al.  Unobtrusive vehicle motion prediction cues reduced simulator sickness during passive travel in a driving simulator , 2005, Ergonomics.

[47]  Jennifer E. Fowlkes,et al.  Simulator Sickness Is Polygenic and polysymptomatic: Implications for Research , 1992 .

[48]  Andreas Knote,et al.  Cyber sick but still having fun , 2016, VRST.

[49]  Woodrow Barfield,et al.  A Conceptual Model of the Sense of Presence in Virtual Environments , 1999, Presence: Teleoperators & Virtual Environments.

[50]  Pablo A. Figueroa,et al.  Ramps are better than stairs to reduce cybersickness in applications based on a HMD and a Gamepad , 2014, 2014 IEEE Symposium on 3D User Interfaces (3DUI).

[51]  Ronald R. Mourant,et al.  Human Factors Issues in Virtual Environments: A Review of the Literature , 1998, Presence.

[52]  Jonathan F. Borus,et al.  Somatic symptom reporting in women and men , 2001, Journal of General Internal Medicine.

[53]  Eugenia M. Kolasinski,et al.  Simulator Sickness in Virtual Environments. , 1995 .

[54]  Stefania Serafin,et al.  Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence , 2016 .

[55]  Gerd Bruder,et al.  Using Perceptual Illusions for Redirected Walking , 2013, IEEE Computer Graphics and Applications.

[56]  Anne C. Frenzel,et al.  Measuring emotions in students learning and performance: The Achievement Emotions Questionnaire (AE , 2011 .

[57]  Martina Ziefle,et al.  Understanding age differences in PDA acceptance and performance , 2007, Comput. Hum. Behav..

[58]  Haiwei Chen,et al.  Supporting free walking in a large virtual environment: imperceptible redirected walking with an immersive distractor , 2017, CGI.

[59]  Simon Davis,et al.  A Systematic Review of Cybersickness , 2014, IE.

[60]  Charles B. Owen,et al.  Review on cybersickness in applications and visual displays , 2016, Virtual Reality.

[61]  Eric R. Bachmann,et al.  Comparing Four Approaches to Generalized Redirected Walking: Simulation and Live User Data , 2013, IEEE Transactions on Visualization and Computer Graphics.

[62]  Sharif Razzaque,et al.  Redirected Walking , 2001, Eurographics.

[63]  Michael D'Zmura,et al.  Cybersickness without the wobble: Experimental results speak against postural instability theory. , 2017, Applied ergonomics.

[64]  Mel Slater,et al.  A note on presence terminology , 2003 .

[65]  Simon Richir,et al.  Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments , 2016, Int. J. Virtual Real..

[66]  Kay M. Stanney,et al.  Configural Scoring of Simulator Sickness, Cybersickness and Space Adaptation Syndrome: Similarities and Differences? , 2001 .