Industry-Academy Cooperation Team, Hanyang University, Seoul 04763, Korea.
Center for Bionics, Korea Institute of Science and Technology, 5 Hwarang-ro 14-gil, Seongbuk-gu, Seoul 04763, Korea.
Sensors (Basel). 2022 Aug 18;22(16):6213. doi: 10.3390/s22166213.
Head-mounted display (HMD) virtual reality devices can facilitate positive experiences such as co-presence and deep immersion; however, motion sickness (MS) due to these experiences hinders the development of the VR industry. This paper proposes a method for assessing MS caused by watching VR content on an HMD using cardiac features. Twenty-eight undergraduate volunteers participated in the experiment by watching VR content on a 2D screen and HMD for 12 min each, and their electrocardiogram signals were measured. Cardiac features were statistically analyzed using analysis of covariance (ANCOVA). The proposed model for classifying MS was implemented in various classifiers using significant cardiac features. The results of ANCOVA reveal a significant difference between 2D and VR viewing conditions, and the correlation coefficients between the subjective ratings and cardiac features have significant results in the range of -0.377 to -0.711 (for SDNN, pNN50, and HF) and 0.653 to 0.677 (for VLF and VLF/ HF ratio). Among the MS classification models, the linear support vector machine achieves the highest average accuracy of 91.1% (10-fold cross validation) and has a significant permutation test outcome. The proposed method can contribute to quantifying MS and establishing viewer-friendly VR by determining its qualities.
头戴式显示器 (HMD) 虚拟现实设备可以带来积极的体验,例如共存感和深度沉浸感;然而,由于这些体验而导致的晕动症 (MS) 阻碍了 VR 行业的发展。本文提出了一种使用心脏特征评估观看 HMD 上的 VR 内容引起的 MS 的方法。二十八名本科志愿者通过在 2D 屏幕和 HMD 上观看 12 分钟的 VR 内容来参与实验,并测量他们的心电图信号。使用协方差分析 (ANCOVA) 对心脏特征进行了统计分析。使用显著的心脏特征在各种分类器中实现了用于分类 MS 的模型。ANCOVA 的结果表明 2D 和 VR 观看条件之间存在显著差异,并且主观评分与心脏特征之间的相关系数在 -0.377 到 -0.711(对于 SDNN、pNN50 和 HF)和 0.653 到 0.677(对于 VLF 和 VLF/HF 比)范围内具有显著结果。在 MS 分类模型中,线性支持向量机实现了最高的平均准确率 91.1%(10 倍交叉验证),并且具有显著的置换检验结果。该方法可以通过确定其质量来为量化 MS 和建立适合观众的 VR 做出贡献。