Multimedia Communications Lab, Technische Universitaet Darmstadt, Darmstadt, Germany.
HTW Saar, Saarbruecken University of Applied Sciences, Saarbrücken, Germany.
Games Health J. 2019 Dec;8(6):439-444. doi: 10.1089/g4h.2019.0045. Epub 2019 Jul 11.
The goal of this contribution is to develop a classifier able to determine if cybersickness (CS) has occurred after immersion in a virtual reality (VR) scenario, based on a combination of biosignals and game parameters. We collected electrocardiographic, electrooculographic, respiratory, and skin conductivity data from a total of 66 participants. In addition, we also captured relevant game parameters such as avatar linear and angular speed as well as acceleration, head movements, and on-screen collisions. The data were collected while the participants were in a 10-minute VR experience, which was developed in Unity. The experience forced rotation and lateral movements upon the participants to provoke CS. A baseline was captured during a first simple scenario. The data were then split in per-level, per-60-second, and per-30-second windows. Furthermore, participants filled a pre- and postimmersion simulator sickness questionnaire. Simulator sickness scores were then used as a reference for binary (CS vs. no CS) and ternary (no CS-mild CS-severe CS) classification patterns. Several classification methods (support vector machines, K-nearest neighbors, and neural networks) were tested. A maximum classification accuracy of 82% was achieved for binary classification and 56% for ternary classification. Given the sample size and the variety of movement patterns presented in the demonstration, we conclude that a combination of biosignals and game parameters suffice to determine the occurrence of CS. However, substantial further research is required to improve binary classification accuracy to adequate values for real-life scenarios and to determine better approaches to classify its severity.
本研究旨在开发一种分类器,以便根据生物信号和游戏参数组合,确定在虚拟现实 (VR) 场景中浸入后是否发生了晕动症 (CS)。我们从总共 66 名参与者那里收集了心电图、眼电图、呼吸和皮肤电导率数据。此外,我们还捕获了相关的游戏参数,如头像的线性和角速度以及加速度、头部运动和屏幕上的碰撞。参与者在 Unity 开发的 10 分钟 VR 体验中进行了数据采集。体验通过强制旋转和侧向运动来引发 CS。在第一个简单场景中捕获了基线。然后,将数据按级别、每 60 秒和每 30 秒的窗口进行分割。此外,参与者还填写了浸入前和浸入后模拟晕动病问卷。然后将模拟晕动病评分用作二元(CS 与非 CS)和三元(非 CS-轻度 CS-重度 CS)分类模式的参考。测试了几种分类方法(支持向量机、K-最近邻和神经网络)。对于二元分类,实现了 82%的最大分类准确率,对于三元分类,实现了 56%的最大分类准确率。鉴于样本量和演示中呈现的各种运动模式,我们得出结论,生物信号和游戏参数的组合足以确定 CS 的发生。然而,需要进行大量进一步的研究,以提高二元分类的准确性,使其达到实际场景的足够值,并确定更好的方法来对其严重程度进行分类。