Abstract
This research developed a 3D third-person game, made open and closed scenes, through experiments to investigate the field of view suitable for different scenes. Playing 3D games can sometimes cause 3D discomfort or motion sickness. There are many people who have this kind of 3D discomfort. In the research on this issue, the authenticity of the game or the physiological impact of the observer was discussed in detail; however, the impact of the design of the game itself was less discussed. The field of view in the game scene is likely to cause motion sickness. This experimental method uses the adjustment method in psychophysics to test whether the player is comfortable with different scenes. According to the test of different scenarios, the average and standard deviation of the most comfortable visual field are obtained. The viewing angles of different scenes are significantly different, and the best viewing angle of a closed scene is larger than that of an open scene.
Highlights
The symptoms of dizziness during playing games are caused by hardware equipment problems or physical conditions
We investigate the setting of the camera field of view in 3D games to reduce the occurrence of motion sickness when the player is playing the game
Motion sickness is a kind of civilization disease that appears with the development of 3D technology and virtual reality. 3D vertigo is a type of "motion sickness", and its cause is like seasickness
Summary
The symptoms of dizziness during playing games are caused by hardware equipment problems or physical conditions. Motion sickness is considered to be the problem of eyeball aggregation, eyeball muscles causing visual fatigue or excessive brain load on the human visual physiology level In these statements, it is found that the problems mostly point to the player's own physical characteristics (eyes or brain), or the lack of technical aspects of the playback hardware equipment. Draper et al (2001) investigated the difference between the camera field of view (internal field of view iFOV) and the player's screen field of view (external field of view eFOV), found that using iFOV=eFOV in the head coupling virtual interface minimizes motion sickness. We investigate the setting of the camera field of view in 3D games to reduce the occurrence of motion sickness when the player is playing the game
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have