Influence of navigation parameters on cybersickness in virtual reality
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ORIGINAL ARTICLE
Influence of navigation parameters on cybersickness in virtual reality Jean‑Rémy Chardonnet1 · Mohammad Ali Mirzaei2 · Frédéric Merienne1 Received: 3 December 2018 / Accepted: 28 September 2020 © Springer-Verlag London Ltd., part of Springer Nature 2020
Abstract Cybersickness remains a major challenge in the virtual reality community. It occurs mainly when navigating in a 3D immersive virtual environment. Several parameters are known to influence the users’ cybersickness level while navigating, that can be either technological or neuro-psychological. This study investigates two of these parameters that are the distance from a virtual barrier and the choice of the navigation interface. An experiment was performed for each of these parameters to evaluate their influence on the variation of cybersickness. For each experiment, participants were asked to navigate in a large virtual room with walls that were textured with a black and white lined pattern to voluntarily exacerbate cybersickness. The level of cybersickness was collected through subjective (Simulator Sickness Questionnaire) and behavioral (evolution of postural sway) measurements. Results allow drawing suggestions for optimal navigation, so that cybersickness can be significantly reduced, thus providing with enhanced user experience. Keywords Cybersickness · Navigation · Parameters · Navigation device · Virtual reality
1 Introduction With the rapid development of virtual reality (VR) and the introduction on the market of low-cost head-mounted displays and interaction devices, major challenges still need to be addressed so that VR technologies can be massively spread in various application fields. Among these, cybersickness represents a highly critical issue and is still receiving much attention. A strong parallel was done for years with research on motion sickness and visually induced motion sickness (VIMS) (e.g., Bos et al. 2008; Oman 1990), as symptoms of cybersickness can be very similar: cold sweat, belching, retching, pallor, headache, nausea, possible vomiting. In the virtual reality field, three main theories try to explain the origins of cybersickness. The first theory is the well-known sensory conflict, stating that “motion sickness is a self-inflicted maladaptation phenomenon which occurs at * Jean‑Rémy Chardonnet jean‑[email protected] 1
Arts et Métiers Institute of Technology, LISPEN, HESAM Université, 2 Rue Thomas Dumorey, F‑71100 Chalon‑sur‑Saône, France
Instrument Technology, Atlas Project, Embedded and FPGA Team, Highview House, Station Road, Edgware, UK
2
the onset and cessation of conditions of sensory rearrangement when the pattern of inputs from the vestibular system, other proprioceptors and vision is at variance with the stored patterns derived from recent transactions with the spatial environment” (Reason and Brand 1975, pp. 274–275). This theory is well accepted in the VR community, e.g., (Kolasinski 1995; Akiduki et al. 2003; Kemeny 2014). The second theory compares sickness to food poisoning,
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