Virtual Reality Sickness Mitigation Methods: a Comparative Study in a Racing Game
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User Acceptance of Virtual Reality: an Extended Technology Acceptance Model Camille Sagnier, Emilie Loup-Escande, Domitile Lourdeaux, Indira Thouvenin, Gérard Vallery
User Acceptance of Virtual Reality: An Extended Technology Acceptance Model Camille Sagnier, Emilie Loup-Escande, Domitile Lourdeaux, Indira Thouvenin, Gérard Vallery To cite this version: Camille Sagnier, Emilie Loup-Escande, Domitile Lourdeaux, Indira Thouvenin, Gérard Vallery. User Acceptance of Virtual Reality: An Extended Technology Acceptance Model. International Journal of Human-Computer Interaction, Taylor & Francis, 2020, pp.1-15. 10.1080/10447318.2019.1708612. hal-02446117 HAL Id: hal-02446117 https://hal.archives-ouvertes.fr/hal-02446117 Submitted on 28 Jun 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. User acceptance of virtual reality: an extended technology acceptance model Camille Sagniera*, Emilie Loup-Escandea*, Domitile Lourdeauxb, Indira Thouveninb and Gérard Vallérya a Center for Research on Psychology: Cognition, Psyche and Organizations (CRP-CPO EA 7273), University of Picardy Jules Verne, Amiens, France b Sorbonne universités, Université de Technologie de Compiègne, CNRS UMR 7253 Heudiasyc, Compiègne, France *Corresponding authors, e-mails: [email protected] ; [email protected] 1 User acceptance of virtual reality: an extended technology acceptance model Although virtual reality (VR) has many applications, only few studies have investigated user acceptance of this type of immersive technology. -
Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience?
2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience? Katharina Margareta Theresa Pohlmann¨ * Louise O’Hare Julia Focker¨ University of Lincoln Nottingham Trent University University of Lincoln Adrian Parke Patrick Dickinson University of the West of Scotland University of Lincoln ABSTRACT experience more VR sickness and sway than their male counter- Gaming using VR headsets is becoming increasingly popular; how- parts [11, 12, 14] and that motion sickness can be decreased with ever, these displays can cause VR sickness. To investigate the effects repeated exposure to a sickness-inducing environment [3,5,8]. Ha- of gender and gamer type on VR sickness motion illusions are used bituation to motion sickness has been shown when an individual is as stimuli, being a novel method of inducing the perception of motion repeatedly exposed to the same sickness-inducing virtual (or real) whilst minimising the “accommodation vergence conflict”. Females environment. However, in our case we are interested whether these and those who do not play action games experienced more severe adaptation effects also occur between different virtual environments. VR sickness symptoms compared to males and experienced action More precisely, whether individuals who spend a large amount of gamers. The interaction of the gender and gamer type revealed that time playing action video games (not using VR headsets) build up prior video gaming experience was beneficial for females, however, habituation effects which translate to VR. Thus, our study investi- for males, it did not show the same positive effects. -
A Survey on Simulation Sickness in Virtual Environments
Preprints (www.preprints.org) | NOT PEER-REVIEWED | Posted: 7 July 2021 doi:10.20944/preprints202107.0167.v1 1 A Survey on Simulation Sickness in Virtual Environments Factors, Design and Best Practices Ananth N. Ramaseri Chandra, Fatima El Jamiy, Hassan Reza School of Electrical Engineering and Computer Science University of North Dakota Grand Forks, ND 58202 Email: ananthnag.ramaserich, [email protected] Abstract—Virtual Reality(VR) is an emerging technology with a broad range of application in training, entertainment, and business. To maximize the potentials of virtual reality as a medium, the unwelcome feeling of simulation sickness needs to be minimized. Even with advancements in VR, the usability concerns are barriers for a wide-spread acceptance. Several factors (hardware, software, human) play a part towards a pleasant VR experience. The reviewed scientific articles are mostly part of documents indexed in digital libraries. In this paper, we review the potential factors which cause simulation sickness and minimize the usability of virtual reality systems. We review the best practices from a developer’s perspective and some of the safety measures a user must follow while using the VR systems from existing research. Even after following some of the guidelines and best practices VR environments do not guarantee a pleasant experience for users. Limited research in VR environments towards requirement specification, design and development for maximum usability and adaptability was the main motive for this work. Index Terms—Virtual reality(VR), Virtual environment, Simulation sickness, Head mounted display(HMD), Usability, Design, Guidelines, User F 1 INTRODUCTION its history, and how simulation sickness is a usability issues for virtual reality systems. -
Pedagogical Aspects of VR Learning KU LEUVEN
VRinSight IO2 – Pedagogical aspects of VR learning KU LEUVEN KU LEUVEN 2 Table of Contents Introduction ............................................................................................................................................ 3 1. VR/AR/MR ....................................................................................................................................... 3 2. Virtual reality (VR) ........................................................................................................................... 5 3. Typical VR characteristics ................................................................................................................ 7 4. Benefits of using VR in education ................................................................................................... 8 5. Benefits of VR for policy makers ................................................................................................... 15 6. Pitfalls of using VR in education .................................................................................................... 16 7. Barriers to VR adoption ................................................................................................................. 17 8. Social VR ........................................................................................................................................ 21 9. Using VR in education ................................................................................................................... 25 Assignments -
Evaluation of Simulator Sickness for 360° Videos on an HMD Subject To
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) Evaluation of Simulator Sickness for 360◦ Videos on an HMD Subject to Participants’ Experience with Virtual Reality Majed Elwardy* Hans-Jurgen¨ Zepernick† Yan Hu‡ Thi My Chinh Chu§ Veronica Sundstedt¶ Blekinge Institute of Technology SE-37179 Karlskrona, Sweden ABSTRACT In contrast to the large technological advancements supporting novel immersive visual and interactive applications, the understand- Virtual reality (VR) has seen tremendous advances in head-mounted ing about the level of simulator sickness and cybersickness is less displays (HMDs), optics, media quality, and other improvements developed but similar important to assure customer satisfaction. that facilitate immersive experiences. With the occurrence of new Given that viewing VEs on HMDs is a rather new option for many technologies like Cloud VR and networked VR video services, ap- consumer verticals, studies on simulator sickness that engage partic- plications such as 360◦ video streaming are becoming more popular ipants with different levels of experience with VR are also needed. within the broader consumer markets. As a result, VR content is accessible to customers with rather different levels of experiences with immersive media, i.e., never, sometimes, or often use of VR. 1.1 Related Work The question, therefore, arises to which degree simulator sickness Related recent work is typically based on the simulator sickness is induced to viewers depending on their experiences with VR on ◦ questionnaire (SSQ) proposed in [17]. In [4], a VR simulator of a HMDs. In this paper, simulator sickness is evaluated for 360 videos forestry crane for loading logs onto a truck was evaluated in terms that were shown on an HTC Vive Pro HMD to participants having of quality of experience (QoE) aspects and SSQ to reveal the effects different levels of experience with VR on HMDs. -
Virtual Reality Sickness During Immersion: an Investigation of Potential Obstacles Towards General Accessibility of VR Technology
Examensarbete 30hp August 2016 Virtual Reality sickness during immersion: An investigation of potential obstacles towards general accessibility of VR technology. A controlled study for investigating the accessibility of modern VR hardware and the usability of HTC Vive’s motion controllers. Dongsheng Lu Abstract People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study. -
Analysis of User Preferences for Robot Motions in Immersive Telepresence
Analysis of User Preferences for Robot Motions in Immersive Telepresence Katherine J. Mimnaugh1, Markku Suomalainen1, Israel Becerra2, Eliezer Lozano2, Rafael Murrieta-Cid2, and Steven M. LaValle1 Abstract— This paper considers how the motions of a telep- resence robot moving autonomously affect a person immersed in the robot through a head-mounted display. In particular, we explore the preference, comfort, and naturalness of elements of piecewise linear paths compared to the same elements on a smooth path. In a user study, thirty-six subjects watched panoramic videos of three different paths through a simulated museum in virtual reality and responded to questionnaires regarding each path. Preference for a particular path was influ- enced the most by comfort, forward speed, and characteristics of the turns. Preference was also strongly associated with the users’ perceived naturalness, which was primarily determined by the ability to see salient objects, the distance to the walls and objects, as well as the turns. Participants favored the paths that had a one meter per second forward speed and rated the path with the least amount of turns as the most comfortable. I. INTRODUCTION Immersive robotic telepresence enables people to embody Fig. 1. Top: a screenshot from inside the gallery of the virtual museum, a robot in a remote location, such that they can move around seen by the participant from the point of view of the virtual robot. Bottom and feel as if they were really there instead of the robot. left: a screenshot of the hallway entrance in the virtual museum. Bottom Currently, the most scalable technology with the potential to right: a participant watching a video of a path in VR during the user study. -
Psychophysiological and Performance Aspects on Motion Sickness
Linköping University Medical Dissertations No.1071 Psychophysiological and Performance Aspects on Motion Sickness Joakim Dahlman Division of Rehabilitation Medicine Department of Clinical and Experimental Medicine Linköping University, Sweden Linköping 2009 © Joakim Dahlman, 2009. Cover picture/illustration:Tax illustration, Hans von Corswant Published articles have been reprinted with the permission of the copyright holders. Printed in Sweden by LiU-Tryck, Linköping, Sweden, 2009 ISBN 978-91-7393-837-2 ISSN 0345-0082 2 Nothing shocks me. I’m a scientist. Harrison Ford (1942- ), as Indiana Jones. 3 1 Content 1 Content ............................................................................................................................... 4 Abstract ...................................................................................................................................... 6 2 Preface................................................................................................................................8 3 Introduction ...................................................................................................................... 10 3.1 Thesis outline ........................................................................................................... 11 3.2 Motion sickness........................................................................................................ 12 3.2.1 The magnitude of occurrence........................................................................... 13 3.3 The sensory -
Enhancing Data Visualisation to Capture the Simulator Sickness Phenomenon on the Usefulness of Radar Charts
Data in Brief 13 (2017) 301–305 Contents lists available at ScienceDirect Data in Brief journal homepage: www.elsevier.com/locate/dib Data Article Enhancing data visualisation to capture the simulator sickness phenomenon: On the usefulness of radar charts Romain Chaumillon a,n, Thomas Romeas a, Charles Paillard a, Delphine Bernardin a,b, Guillaume Giraudet a,b, Jean-François Bouchard c, Jocelyn Faubert a a Visual Psychophysics and Perception Laboratory, School of Optometry, Université de Montréal, 3744 Jean- Brillant, Montréal, Quebec, Canada, H3T 1P1 b Essilor Canada Ltd., Montréal, Quebec, Canada c Neuropharmacology Laboratory, School of Optometry, Université de Montréal, 3744 Jean-Brillant, Montreal, Quebec, Canada, H3T 1P1 article info abstract Article history: The data presented in this article are related to the research article Received 20 April 2017 entitled “The use of transdermal scopolamine to solve methodological Received in revised form issues raised by gender differences in susceptibility to simulator 18 May 2017 sickness” (Chaumillon et al., 2017) [1]. In an outstanding first Accepted 23 May 2017 demonstration, Kennedy et al. [2] showed that the Simulator Available online 31 May 2017 Sickness Questionnaire (SSQ) is an appropriate tool to suit the Keywords: purposes of characterizing motion sickness experienced in virtual Simulator sickness environments. This questionnaire has since been used in many Radar charts scientific studies. Recently, Balk et al. [3] suggested that the pro- Driving posed segregation of SSQ scores into three subclasses of symptoms might limit the accuracy of simulator sickness assessment. These authors performed a factor analysis based on SSQ scores obtained from nine studies on driving simulators. -
KANYOK, NATHAN J., MS, December 2019 COMPUTER SCIENCE
KANYOK, NATHAN J., M.S., December 2019 COMPUTER SCIENCE SITUATIONAL AWARENESS MONITORING FOR HUMANS-IN-THE-LOOP OF TELEPRES- ENCE ROBOTIC SYSTEMS (80 pages) Thesis Advisor: Dr. Jong-Hoon Kim Autonomous automobiles are expected to be introduced in increasingly complex increments until the system is able to navigate without human interaction. However, humanity is uncomfortable with relying on algorithms to make security critical decisions, which often have moral dimensions. Many robotic systems keep humans in the decision making loop due to their unsurpassed ability to perceive contextual information in ways we find relevant. It is likely that we will see transportation systems with no direct human supervision necessary, but these systems do not address our worry about moral decisions. Until we are able to embed moral agency in digital systems, human actors will be the only agents capable of making decisions with security-critical and moral components. Additionally, in order for a human to be in the position that we can have confidence in their decision, they must be situationally aware of the environment in which the decision will be made. Virtual reality as a medium can achieve this by allowing a person to be telepresent elsewhere. A telepresence dispatch system for autonomous transportation vehicles is proposed that places emphasis on situational awareness so that humans can properly be in the decision making loop. Pre-trial, in-trial, and post-trial metrics are gathered that emphasize human health and monitor situational awareness through traditional and novel approaches. SITUATIONAL AWARENESS MONITORING FOR HUMANS-IN-THE-LOOP OF TELEPRESENCE ROBOTIC SYSTEMS A thesis submitted to Kent State University in partial fulfillment of the requirements for the degree of Master of Science by Nathan J. -
Final Project Best Ways of Producing Cybersickness In
INTRODUCTION TO COMPUTATIONAL NEUROSCIENCE (MTAT.03.291) FINAL PROJECT BEST WAYS OF PRODUCING CYBERSICKNESS IN VR KEVIN KANARBIK AL WILLIAM TAMMSAAR 1 Table of Contents Introduction .......................................................................................................................................................... 3 Cybersickness ........................................................................................................................................................ 4 Cause and symptoms ........................................................................................................................................ 4 Neurological relation ........................................................................................................................................ 5 Oculus Rift experimentation ................................................................................................................................. 6 Previous experiences ........................................................................................................................................ 6 Lab experiments ................................................................................................................................................ 7 Interview ............................................................................................................................................................... 8 The Virtual Reality Game ................................................................................................................................... -
Mitigating Visually Induced Motion Sickness: a Virtual Hand- Eye Coordination Task
Proceedings of the Human Factors and Ergonomics Society 59th Annual Meeting - 2015 1839 Mitigating Visually Induced Motion Sickness: A virtual hand- eye coordination task Michael K Curtis, M.S., Iowa State University Kayla Dawson, University of Miami Kelli Jackson, Bethune Cookman University Liat Litwin, Tufts University Chase Meusel, M.S., Iowa State University Michael C. Dorneich, Ph.D., Iowa State University Stephen B. Gilbert, Ph.D., Iowa State University Jonathan Kelly, Ph.D., Iowa State University Richard Stone, Ph.D., Iowa State University Eliot Winer, Ph.D., Iowa State University Virtual reality has grown rapidly over the past decade, yet visually induced motion sickness (VIMS), continues to affect the usability of this technology. Aside from medicine, physical hand-eye-coordination tasks have been found to be effective in mitigating symptoms of VIMS, however the need for equipment outside of virtual reality limits the usefulness of these mitigation techniques. In this study, 21 participants were sickened via a virtual obstacle course and used one of two mitigation techniques. The first, natural decay, is simply waiting outside the virtual environment (VE) for symptoms to subside; the other was a virtual peg-in-hole task, performed in the VE with a gamepad. A paired samples t-test confirmed that the virtual obstacle course induced VIMS. Both mitigation techniques significantly lessened the symptoms of VIMS, but there were no significant differences in the effectiveness of mitigation between the two techniques. A virtual mitigation method allowing continued immersion in a VE would pave the way for long-term immersion virtual reality studies, involving topics such as vigilance or training.