Seok Kwang-Ho, Kim YeolHo, Son Wookho, Kim Yoon Sang
BioComputing Lab, Institute for Bio-engineering Application Technology, School of Computer Science and Engineering, Korea University of Technology and Education, Cheonan-si, Republic of Korea.
Electronics & Telecommunications Research Institute, Daejeon, Republic of Korea.
JMIR Serious Games. 2021 Jul 15;9(3):e18020. doi: 10.2196/18020.
The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness.
This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games.
Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness.
The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction.
The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.
由于头戴式显示器(HMD)等虚拟现实(VR)设备的供应增加,VR内容市场正在迅速增长,而VR疾病(据报道在体验VR时会出现)仍然是一个未解决的问题。减少VR疾病最广泛使用的方法是使用静止帧,通过在VR内容(包括视频)中提供固定的视觉刺激来稳定用户的视点。然而,被广泛用作静止帧的地球固定网格和自然独立视觉背景无法保持VR逼真度,因为它们会降低用户的沉浸感和临场感。视觉引导是一种视觉元素(例如,第一人称射击游戏[FPS]的准星),它在保持VR逼真度的同时,诱导用户在VR内容中的注视移动,而关于视觉引导与VR疾病相关性的研究尚无。
本研究旨在分析VR疾病与准星之间的相关性,准星在FPS游戏中被广泛用作视觉引导。
设计并评估了八个实验场景,包括视觉引导开启/关闭、游戏控制器开启/关闭,以及改变视觉引导的大小和位置,以确定视觉引导对VR疾病的影响。
结果表明,在FPS游戏中应用视觉引导时,VR疾病显著降低。此外,当视觉引导调整为宽高比的30%并沿头部追踪方向定位时,VR疾病较低。
本研究的实验结果表明,视觉引导可以在保持用户在虚拟环境中的临场感和沉浸感的同时减少VR疾病。换句话说,使用视觉引导有望解决由于VR疾病而在分发各种类型内容时存在的现有限制。