Abstract

Virtual reality (VR) and head-­mounted displays are continually gaining popularity in various fields such as education, military, entertainment, and health. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent virtual reality research. In this work we first present a review of the literature on theories of discomfort manifestations usually attributed to virtual reality environments. Following, we reviewed existing strategies aimed at minimizing CS problems and discussed how the CS measurement has been conducted based on subjective, bio­signal (or objective), and users profile data. We also describe and discuss related works that are aiming to mitigate cybersickness problems using deep and symbolic machine learning approaches. Although some works used methods to make deep learning explainable, they are not strongly affirmed by literature. For this reason in this work we argue that symbolic classifiers can be a good way to identify CS causes, once they possibilities human-­readability which is crucial for analyze the machine learning decision paths. In summary, from a total of 157 observed studies, 24 were excluded. Moreover, we believe that this work facilitates researchers to identify the leading causes for most discomfort situations in virtual reality environments, associate the most recommended strategies to minimize such discomfort, and explore different ways to conduct experiments involving machine learning to overcome cybersickness.

Highlights

  • The inclusion of virtual reality (VR) as a new means of en­ tertainment is a trend for most technological systems

  • In this work we first present a review of the literature on theories of discomfort manifestations usually attributed to virtual reality environments

  • Some works used methods to make deep learning explainable, they are not strongly affirmed by literature. For this reason in this work we argue that symbolic classifiers can be a good way to identify CS causes, once they possibilities human­readability which is crucial for analyze the machine learning decision paths

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Summary

Introduction

The inclusion of virtual reality (VR) as a new means of en­ tertainment is a trend for most technological systems. VR is an area of great importance for three­dimensional (3D) immersive graphics production for digital entertainment ap­ plications, serious games, and virtual training in various ar­ eas (health, military, science, etc.). Most head­ mounted displays (HMDs) are excellent immersive tools, they can cause multiple discomfort symptoms in their users, which can be associated with cybersickness (CS), primarily when used for extended periods (Laffont and Hasnain, 2017). CS still poses one of the biggest challenges to in­ vestment in VR content production (Chen and Fragomeni, 2018). According to Ramsey et al (1999), approximately 80% of participants who have already experienced HMD­based VR reported discomfort sensations after only 10 minutes of the virtual environment exposure. It is possible to say that extensive VR experiences tend to cause greater discomfort than shorter ones. Discomfort can vary across individuals, with some people being more susceptible to discomfort than others

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