Abstract

Dynamic field of view (FOV) restrictors have been successfully used to reduce visually induced motion sickness (VIMS) during continuous viewpoint motion control (virtual travel) in virtual reality (VR). This benefit, however, comes at the cost of losing peripheral awareness during provocative motion. Likewise, the use of visual references that are stable in relation to the physical environment, called rest frames (RFs), has also been shown to reduce discomfort during virtual travel tasks in VR. We propose a new RF-based design called Granulated Rest Frames (GRFs) with a soft-edged circular cutout in the center that leverages the rest frames’ benefits without completely blocking the user’s peripheral view. The GRF design is application-agnostic and does not rely on context-specific RFs, such as commonly used cockpits. We report on a within-subjects experiment with 20 participants. The results suggest that, by strategically applying GRFs during a visual search session in VR, we can achieve better item searching efficiency as compared to restricted FOV. The effect of GRFs on reducing VIMS remains to be determined by future work.

Highlights

  • As part of the immersive experience in virtual reality (VR), navigation in the virtual environment (VE) is an essential action along with selection and manipulation

  • Our overarching research questions are, “can users have better visual scanning performance under Granulated Rest Frames (GRFs), as compared to field of view (FOV) restrictors?,” and “what is the optimal design of GRFs that can degrade user performance the least?” we focus on the effects of FOV restrictors and GRFs on search time and the amount of head rotation during an item searching task in virtual reality

  • We analyzed whether the Granulated Rest Frames (GRFs) independent variables (IVs) (Size and Density) and their interaction had a significant effect in the Search Time, Accuracy and Amount of Head Rotation with a 2-way repeated measure ANOVA test

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Summary

Introduction

As part of the immersive experience in virtual reality (VR), navigation in the virtual environment (VE) is an essential action along with selection and manipulation. It results in sensations similar to motion sickness: nausea, dizziness, vertigo, and sweating, among other symptoms. In such situations, those symptoms caused by visual artifacts are referred to as Visuallyinduced Motion Sickness (VIMS) (McCauley and Sharkey, 1992; Kennedy et al, 2010). Palmisano et al (2018) failed to find a relation between vection and VIMS in a spontaneous postural activity measurement study. They affirmed the contribution of vection to VIMS in other work (Palmisano et al, 2017; Risi and Palmisano, 2019). What the existing research suggests is that the real mechanism of VIMS causation is still not entirely understood

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