scholarly journals Predicting cybersickness based on user’s gaze behaviors in HMD-based virtual reality

Author(s):  
Eunhee Chang ◽  
Hyun Taek Kim ◽  
Byounghyun Yoo

Abstract Cybersickness refers to a group of uncomfortable symptoms experienced in virtual reality (VR). Among several theories of cybersickness, the subjective vertical mismatch (SVM) theory focuses on an individual’s internal model, which is created and updated through past experiences. Although previous studies have attempted to provide experimental evidence for the theory, most approaches are limited to subjective measures or body sway. In this study, we aimed to demonstrate the SVM theory on the basis of the participant’s eye movements and investigate whether the subjective level of cybersickness can be predicted using eye-related measures. 26 participants experienced roller coaster VR while wearing a head-mounted display with eye tracking. We designed four experimental conditions by changing the orientation of the VR scene (upright vs. inverted) or the controllability of the participant’s body (unrestrained vs. restrained body). The results indicated that participants reported more severe cybersickness when experiencing the upright VR content without controllability. Moreover, distinctive eye movements (e.g. fixation duration and distance between the eye gaze and the object position sequence) were observed according to the experimental conditions. On the basis of these results, we developed a regression model using eye-movement features and found that our model can explain 34.8% of the total variance of cybersickness, indicating a substantial improvement compared to the previous work (4.2%). This study provides empirical data for the SVM theory using both subjective and eye-related measures. In particular, the results suggest that participants’ eye movements can serve as a significant index for predicting cybersickness when considering natural gaze behaviors during a VR experience.

Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1051
Author(s):  
Si Jung Kim ◽  
Teemu H. Laine ◽  
Hae Jung Suk

Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre- and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.


2021 ◽  
Author(s):  
◽  
Gary D Bird

<p>Shimojo, Simion, Shimojo and Scheier (2003) provided preliminary evidence that eye movements have an active role in preference formation. In their study, subjects were presented with two faces and chose which was more attractive. By manipulating how long subjects were able to look at each face after an eye movement, Shimojo et al. (2003) showed that faces presented for a longer duration were more likely to be chosen as more attractive. However, a recent study from Nittono and Wada (2009) showed that an eye movement may not be necessary for this effect, as novel graphic patterns presented in the centre of the screen (thus requiring no eye movements) for longer durations were also more likely to be preferred. The purpose of the current study was to further investigate whether eye movements do have an active role in preference formation. The present study used the same paradigm as Shimojo et al.’s (2003) study. Subjects in Experiment 1 were presented with images of two real faces, alternatively (one for 900ms, one for 300ms) for six repetitions. There were 3 independent experimental conditions. One group were required to make eye movements to laterally presented faces and judge attractiveness (lateral attractiveness condition), a second were not required to make eye movements to centrally presented faces and judge attractiveness (central attractiveness condition). The third were required to make eye movements to laterally presented faces and judge roundness (lateral roundness condition). The findings indicated that subjects were more likely to choose the longer presented faces in the lateral attractiveness and central attractiveness conditions, but not the lateral roundness conditions. Experiment 2 was similar to Experiment 1 with the exception of the type of stimuli, which consisted of computer generated faces (CGFs). Subjects were more likely to choose the longer presented CGF in the lateral attractiveness, central attractiveness and lateral roundness conditions. The findings of the present study were not in line with Shimojo et al.’s (2003) previous findings, who found that faces presented for a longer duration were only preferred in the lateral attractiveness condition of their study. It is possible that the faces that are presented for the longer duration in the current paradigm are preferred due to the increase in exposure duration irrespective of an eye movement (as per the findings from Nittono and Wada, 2009). As it is unclear as to whether eye movements play an active role in preference formation, the findings of the present study have not been able to contribute to computational models of decision making.</p>


2007 ◽  
Vol 16 (1) ◽  
pp. 111-118 ◽  
Author(s):  
Gert Pfurtscheller ◽  
Reinhold Scherer ◽  
Robert Leeb ◽  
Claudia Keinrath ◽  
Christa Neuper ◽  
...  

We studied the impact of different visual objects such as a moving hand and a moving cube on the bioelectrical brain activity (i.e., electroencephalogram; EEG). The moving objects were presented in a virtual reality (VR) system via a head mounted display (HMD). Nine healthy volunteers were confronted with 3D visual stimulus presentations in four experimental conditions: (i) static hand, (ii) dynamic hand, (iii) static cube, and (iv) dynamic cube. The results reveal that the processing of moving visual stimuli depends on the type of object: viewing a moving hand results in a stronger desynchronization of the central beta rhythm than viewing a moving cube. This provides further evidence for some extent of motor processing related to visual presentation of objects and implies a greater involvement of motor areas in the brain with the observation of action of different body parts than with the observation of non-body part movements.


2022 ◽  
Author(s):  
David Harris ◽  
Tom Arthur ◽  
Toby de Burgh ◽  
Mike Duxbury ◽  
Ross Lockett-Kirk ◽  
...  

Objective: The aim of this work was to examine the fidelity and validity of an aviation simulation using eye tracking. Background: Commercial head-mounted virtual reality (VR) systems offer a convenient and cost-effective alternative to existing aviation simulation (e.g., for refresher exercises). We performed pre-implementation testing of a novel aviation simulation, designed for head-mounted VR, to determine its fidelity and validity as a training device. Method: Eighteen airline pilots, with varying levels of flight experience, completed a sequence of training ‘flows’. Self-reported measures of presence and workload and users’ perceptions of fidelity were taken. Pilots’ eye movements and performance were recorded to determine whether more experienced pilots showed distinct performance and eye gaze profiles in the simulation, as they would in the real-world. Results: Real-world expertise correlated with eye gaze patterns characterised by fewer, but longer, fixations and a scan path that was more structured and less random. Multidimensional scaling analyses also indicated differential clustering of strategies in more versus less experienced pilots. Subjective ratings of performance, however, showed little relationship with real-world expertise or eye movements. Conclusion: We adopted an evidence-based approach to assessing the fidelity and validity of a VR flight training tool. Pilot reports indicated the simulation was realistic and potentially useful for training, while direct measurement of eye movements was useful for establishing construct validity and psychological fidelity of the simulation.


2021 ◽  
Author(s):  
◽  
Gary D Bird

<p>Shimojo, Simion, Shimojo and Scheier (2003) provided preliminary evidence that eye movements have an active role in preference formation. In their study, subjects were presented with two faces and chose which was more attractive. By manipulating how long subjects were able to look at each face after an eye movement, Shimojo et al. (2003) showed that faces presented for a longer duration were more likely to be chosen as more attractive. However, a recent study from Nittono and Wada (2009) showed that an eye movement may not be necessary for this effect, as novel graphic patterns presented in the centre of the screen (thus requiring no eye movements) for longer durations were also more likely to be preferred. The purpose of the current study was to further investigate whether eye movements do have an active role in preference formation. The present study used the same paradigm as Shimojo et al.’s (2003) study. Subjects in Experiment 1 were presented with images of two real faces, alternatively (one for 900ms, one for 300ms) for six repetitions. There were 3 independent experimental conditions. One group were required to make eye movements to laterally presented faces and judge attractiveness (lateral attractiveness condition), a second were not required to make eye movements to centrally presented faces and judge attractiveness (central attractiveness condition). The third were required to make eye movements to laterally presented faces and judge roundness (lateral roundness condition). The findings indicated that subjects were more likely to choose the longer presented faces in the lateral attractiveness and central attractiveness conditions, but not the lateral roundness conditions. Experiment 2 was similar to Experiment 1 with the exception of the type of stimuli, which consisted of computer generated faces (CGFs). Subjects were more likely to choose the longer presented CGF in the lateral attractiveness, central attractiveness and lateral roundness conditions. The findings of the present study were not in line with Shimojo et al.’s (2003) previous findings, who found that faces presented for a longer duration were only preferred in the lateral attractiveness condition of their study. It is possible that the faces that are presented for the longer duration in the current paradigm are preferred due to the increase in exposure duration irrespective of an eye movement (as per the findings from Nittono and Wada, 2009). As it is unclear as to whether eye movements play an active role in preference formation, the findings of the present study have not been able to contribute to computational models of decision making.</p>


Author(s):  
Carla Winter ◽  
Florian Kern ◽  
Dominik Gall ◽  
Marc Erich Latoschik ◽  
Paul Pauli ◽  
...  

Abstract Background The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill training can increase motivation and improve therapy outcomes. The present study evaluated an immersive virtual reality application (using a head-mounted display, HMD) for gait rehabilitation with patients to (1) demonstrate its feasibility and acceptance and to (2) compare its short-term effects to a semi-immersive presentation (using a monitor) and a conventional treadmill training without VR to assess the usability of both systems and estimate the effects on walking speed and motivation. Methods In a within-subjects study design, 36 healthy participants and 14 persons with MS or stroke participated in each of the three experimental conditions (VR via HMD, VR via monitor, treadmill training without VR). Results For both groups, the walking speed in the HMD condition was higher than in treadmill training without VR and in the monitor condition. Healthy participants reported a higher motivation after the HMD condition as compared with the other conditions. Importantly, no side effects in the sense of simulator sickness occurred and usability ratings were high. No increases in heart rate were observed following the VR conditions. Presence ratings were higher for the HMD condition compared with the monitor condition for both user groups. Most of the healthy study participants (89%) and patients (71%) preferred the HMD-based training among the three conditions and most patients could imagine using it more frequently. Conclusions For the first time, the present study evaluated the usability of an immersive VR system for gait rehabilitation in a direct comparison with a semi-immersive system and a conventional training without VR with healthy participants and patients. The study demonstrated the feasibility of combining a treadmill training with immersive VR. Due to its high usability and low side effects, it might be particularly suited for patients to improve training motivation and training outcome e. g. the walking speed compared with treadmill training using no or only semi-immersive VR. Immersive VR systems still require specific technical setup procedures. This should be taken into account for specific clinical use-cases during a cost–benefit assessment.


Author(s):  
Konstantin Ryabinin ◽  
Konstantin Belousov ◽  
Roman Chumakov

This paper is devoted to extending the previously created unified pipeline for conducting eye-tracking- based experiments in a virtual reality environment. In the previous work, we proposed using SciVi semantic data mining platform, Unreal Engine and HTC Vive Pro Eye head-mounted display to study reading process in the immersive virtual reality. The currently proposed extension enables to handle so-called polycode stimuli: compound visual objects, which consist of individual parts carrying different semantics for the viewer. To segment polycode stimuli extracting areas of interest (areas, where the informant’s eye gaze is being tracked) we adopt Creative Maps Studio vector graphics editor. To integrate Creative Maps Studio into the existing pipeline we created plugins for SciVi platform to load and handle the segmented stimuli, place them in the virtual reality scenes, collect corresponding eye gaze tracking data and perform visual analysis of the data collected. To analyze the eye gaze tracks, we utilize a circular graph that allows comprehensive visualization of hierarchical areas of interest (mapping them to color- coded graph nodes grouped into the hierarchy with a help of multilevel circular scale) and corresponding eye movements (mapped to the graph edges). We tested our pipeline on two different stimuli: the advertising poster and the painting “The Appearance of Christ Before the People” by A. Ivanov (1857).


Author(s):  
Joanna Ganczarek ◽  
Vezio Ruggieri ◽  
Marta Olivetti Belardinelli ◽  
Daniele Nardi

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