Abstract

To maximize user experience in VR environments, optimizing the comfortability of head-mounted displays (HMDs) is essential. To date, few studies have investigated the fatigue induced by wearing commercially available HMDs. Here, we focus on the effects of HMD weight and balance on the physical load experienced by the user. We conducted an experiment in which participants completed a shooting game while wearing differently weighted and balanced HMDs. Afterwards, the participants completed questionnaires to assess levels of discomfort and fatigue. The results clarify that the weight of the HMD affects user fatigue, with the degree of fatigue varying depending on the center of mass position. Additionally, they suggest that the torque at the neck joint corresponds to the physical load imparted by the HMD. Therefore, our results provide valuable insights, demonstrating that, to improve HMD comfortability, it is necessary to consider both the balance and reduction of weight during HMD design.

Highlights

  • National Institute of Advanced Industrial Science and Technology, Tokyo 135-0064, Japan; Abstract: To maximize user experience in virtual reality (VR) environments, optimizing the comfortability of headmounted displays (HMDs) is essential

  • We focused on the effects of HMD weight and balance on the physical load experienced by the user

  • We performed an experiment in which participants completed a shooting game wearing HMDs with various weights and balances

Read more

Summary

Introduction

For long-term use, it is necessary to reduce the weight of the HMD or optimize the COM position It is worth exploring whether similar trends apply to HMDs. The authors in [8] evaluated the biomedical stress in the neck and shoulders due to wearing an augmented reality (AR) HMD, including electromyography (EMG) measurements of the flexion angle, moment, and muscle activity, while considering the user-reported discomfort. The authors in [8] evaluated the biomedical stress in the neck and shoulders due to wearing an augmented reality (AR) HMD, including electromyography (EMG) measurements of the flexion angle, moment, and muscle activity, while considering the user-reported discomfort Their results clarified the differences in biomechanical stresses and usability for different target distances and sizes in AR systems. They concluded that targets in the VR interface should be displayed between eye height and 15◦ below eye height

Objectives
Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.