Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms
使用符号机器学习算法识别虚拟现实游戏中的晕动症原因
Thiago Porcino, Erick Oliveira Rodrigues, Flavia Bernardini, Daniela Trevisan, Esteban Clua
AI总结 提出用符号机器学习算法对VR游戏中晕动症原因进行排序,通过两个游戏和37个有效样本的实验,发现旋转和加速度在飞行游戏中更易引发晕动症,且VR经验不足者更易不适。
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虚拟现实(VR)和头戴式显示器在教育、军事、娱乐和健康等各个领域越来越受欢迎。尽管此类技术提供了高度的沉浸感,但它们也可能引发不适症状。这种状况被称为晕动症(CS),在最近的虚拟现实出版物中相当常见。本文提出了一种新颖的实验分析,使用符号机器学习来对VR游戏中CS的潜在原因进行排序。我们估计CS的原因并根据其影响使用经典机器学习进行排序。实验使用了两个虚拟现实游戏和6个实验协议,以及来自88名志愿者的37个有效样本。我们的结果表明,与赛车游戏相比,在飞行游戏中旋转和加速度更频繁地引发晕动症。我们还可以观察到,VR经验较少的受试者更容易感到不适。以往经验在赛车游戏中扮演更重要的角色,因为该游戏在控制器方面给用户更多自由,更多的位移选择以及更多用户控制的加速度。此外,根据短期或长期VR暴露,引发不适的不同原因会出现。我们针对这两种场景(短期和长期暴露体验)提出了缓解CS的策略,并比较了两种突出场景(赛车和飞行)。
Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and health. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent virtual reality publications. This work proposes a novel experimental analysis using symbolic machine learning to rank potential causes of CS in VR games. We estimate CS causes and rank them according to their impact using classical machine learning. Experiments are performed using two virtual reality games and 6 experimental protocols along with 37 valid samples from a total of 88 volunteers. Our results show that rotation and acceleration triggered cybersickness more frequently in a flight game in contrast to a race game. We could also observe that subjects that are less experienced with VR are more prone to feel discomfort. Former experience plays a more important role on the race game, as this game provides more liberty to the user in terms of controllers, more displacement alternatives and a more user-controlled acceleration. Furthermore, different causes that trigger discomfort arise based on short or long term VR exposures. We suggest strategies for mitigating CS for these two scenarios: short and long term exposure experiences and compare the two highlighted scenarios (race and flight).