Abstract

Sensory conflict, eye-movement, and postural instability theories each have difficulty accounting for the motion sickness experienced during head-mounted display based virtual reality (HMD VR). In this paper we review the limitations of existing theories in explaining cybersickness and propose a practical alternative approach. We start by providing a clear operational definition of provocative motion stimulation during active HMD VR. In this situation, whenever the user makes a head movement, his/her virtual head will tend to trail its true position and orientation due to the display lag (or motion to photon latency). Importantly, these differences in virtual and physical head pose (DVP) will vary over time. Based on our own research findings, we propose that cybersickness in HMD VR is triggered by large magnitude, time-varying patterns of DVP. We then show how this hypothesis can be tested by: 1) systematically manipulating display lag magnitudes and head movement speeds across HMD VR conditions; and 2) comparing the user’s estimates of DVP and cybersickness produced in each of these conditions. We believe that this approach will allow researchers to precisely predict which situations will (and will not) be provocative for cybersickness in HMD VR..

Highlights

  • Anyone who has tried virtual reality (VR) using modern head-mounted displays (HMDs) cannot help but be impressed by their potential

  • The only motion stimulation they experienced during their brief 12 s exposures to HMD VR was generated by their own physical head motions

  • Implications for HMD based augmented reality (AR) While this paper has focused on the cybersickness experienced in HMD VR, display lag can be a problem for HMD AR (Bajura and Neumann, 1995; Yokokohji et al, 2000)

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Summary

Introduction

Anyone who has tried virtual reality (VR) using modern head-mounted displays (HMDs) cannot help but be impressed by their potential. The interactive, multisensory feedback that they provide can generate compelling feelings of presence (or “being there”) and realistic user responses to these virtual environments (Schubert et al, 2001; Cummings and Bailenson, 2016; Skarbez et al, 2017). The promise of this revolutionary technology can clearly be seen by the host of applications already developed for its use (e.g., in SteamVR, Oculus and Viveport). This paper is focused on better understanding this cybersickness, as well as proposing new ways to study, and potentially mitigate, it

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