Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display
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ORIGINAL ARTICLE
Game play in virtual reality driving simulation involving head‑mounted display and comparison to desktop display Shi Cao1 · Krithika Nandakumar2 · Raiju Babu2 · Benjamin Thompson2 Received: 8 February 2018 / Accepted: 20 November 2019 © Springer-Verlag London Ltd., part of Springer Nature 2019
Abstract Previous studies have reported the effect of driving simulator games on simulator sickness and eye symptoms experienced by users; however, empirical results regarding the game experience using commercial virtual reality head-mounted displays (VR-HMDs) are lacking. We conducted an experiment where participants played a driving simulator game (Live for Speed) displayed through an Oculus Rift DK2 for up to 120 min. Game play duration was recorded. Game experience was surveyed using questionnaires about simulator sickness, eye symptoms, and game engagement. The results showed that the average game play duration for this specific driving simulation game was approximately 50 min. Simulator sickness was negatively correlated with affordable play duration using the VR-HMD. We also found that age was negatively correlated with game play duration. There were no differences between those who did and did not wear frame glasses. In addition, we compared the VR-HMD game play and traditional desktop LCD game play, in terms of simulator sickness, subjective eye symptoms, game engagement, and game performance. The results showed that VR-HMD game play in the driving simulation game was similar to the experience using the desktop LCD display, except for a moderately increased level of simulator sickness. These findings provide new data about VR-HMD’s impact on game play and will inform game designers, players, and researchers for their choices and decisions on proper game duration and the type of devices. Keywords Virtual reality · Driving simulation games · User experience · HMD · Simulator sickness · Eye symptoms
1 Introduction Virtual reality (VR) is being increasingly used in sport and game industries (Badcoe 2000; Neumann et al. 2017). For example, VR has been widely used in first-person driving simulation games. The immersive experience is brought to a new level by head-mounted displays (HMDs). Because of the rapid development of virtual reality HMDs, commercial models for gaming purposes are becoming widely available at an affordable price. For example, the prices of Oculus Electronic supplementary material The online version of this article (https://doi.org/10.1007/s10055-019-00412-x) contains supplementary material, which is available to authorized users. * Shi Cao [email protected] 1
Department of Systems Design Engineering, University of Waterloo, Waterloo, ON N2L 3G1, Canada
School of Optometry and Vision Science, University of Waterloo, Waterloo, ON N2L 3G1, Canada
2
Rift and HTC Vive are around US$800. However, there are concerns regarding factors that may limit the adoption of VR-HMDs such as simulator sickness and eye fatigue (Patterson et al. 2006). In the research literature, th
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