scholarly journals Using Visual Guides to Reduce Virtual Reality Sickness in First-Person Shooter Games: Correlation Analysis

10.2196/18020 ◽  
2021 ◽  
Vol 9 (3) ◽  
pp. e18020
Author(s):  
Kwang-Ho Seok ◽  
YeolHo Kim ◽  
Wookho Son ◽  
Yoon Sang Kim

Background The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. Objective This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. Methods Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. Results The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. Conclusions The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.

2020 ◽  
Author(s):  
Kwang-Ho Seok ◽  
YeolHo Kim ◽  
Wookho Son ◽  
Yoon Sang Kim

BACKGROUND The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. OBJECTIVE This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. METHODS Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. RESULTS The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. CONCLUSIONS The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.


Author(s):  
Chuck Huff ◽  
Deborah G. Johnson ◽  
Keith W. Miller

In traditional communities, some actions are widely regarded as bad and unethical. But in online “communities,” the virtual analog of those actions may not be regarded with the same clarity. Since “virtual” behaviors are distinct from ordinary acts, they require further analysis to determine whether they are right or wrong. In this chapter we consider an incident on the Internet that illustrates this confusion. The incident centered on a virtual act of sexual violence. This “rape in cyberspace,” reported by Julian Dibbell in 1993, has generated questions about the significance of behaviors in virtual reality environments. We use the case to explore the moral nature of actions in virtual environments, emphasizing the themes of harm and responsibility. We then offer some tentative lessons to be learned and, finally, apply the lessons to virtual sex and to first-person shooter computer games.


2021 ◽  
Vol 40 (5) ◽  
pp. 1-15
Author(s):  
Zhi-Chao Dong ◽  
Wenming Wu ◽  
Zenghao Xu ◽  
Qi Sun ◽  
Guanjie Yuan ◽  
...  

In virtual reality (VR), the virtual scenes are pre-designed by creators. Our physical surroundings, however, comprise significantly varied sizes, layouts, and components. To bridge the gap and further enable natural navigation, recent solutions have been proposed to redirect users or recreate the virtual content. However, they suffer from either interrupted experience or distorted appearances. We present a novel VR-oriented algorithm that automatically restructures a given virtual scene for a user’s physical environment. Different from the previous methods, we introduce neither interrupted walking experience nor curved appearances. Instead, a perception-aware function optimizes our retargeting technique to preserve the fidelity of the virtual scene that appears in VR head-mounted displays. Besides geometric and topological properties, it emphasizes the unique first-person view perceptual factors in VR, such as dynamic visibility and objectwise relationships. We conduct both analytical experiments and subjective studies. The results demonstrate our system’s versatile capability and practicability for natural navigation in VR: It reduces the virtual space by 40% without statistical loss of perceptual identicality.


Author(s):  
Robinson Diaz ◽  
John Prieto ◽  
Jeferson Pardo ◽  
Camilo Zambrano ◽  
Alvaro Uribe-Quevedo ◽  
...  

2021 ◽  
Author(s):  
Jeroen S. Lemmens ◽  
Monika Simon ◽  
Sindy R. Sumter

AbstractCompared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players’ emotional and physiological responses to the games. Two experiments were conducted among 128 students, comparing the effects of playing either a survival horror game (N = 59) or a first-person shooter (N = 69) on a TV or in VR on physiological and subjective fear, hostility and enjoyment. Results showed that playing games in VR resulted in a stronger sense of presence, lower heart rate variability and a stronger subjective sense of fear. The feeling of presence thereby mediated the effects of VR on fear. The effects of playing a first-person shooter in VR on hostility were mixed, and gaming in VR was not more enjoyable than on TV. Regardless of the type of game or display medium, hostility increased significantly post-play. This study provides evidence that commercial VR games can affect feelings of presence and the physiological and emotional state of players.


Author(s):  
Ryan A. Pavlik ◽  
Judy M. Vance

Virtual reality (VR) environments based on interactive rendering of 3D computer graphics often incorporate the use of position and orientation tracking on the user’s head, hands, and control devices. The Wii Remote game controller is a mass-market peripheral that can provide a low-cost source of infrared point tracking and accelerometer data, making it attractive as a PC-based virtual reality head tracking system. This paper describes the development of an extension to the Virtual Reality Peripheral Network (VRPN) software to support the use of the Wii Remote game controller as a standard tracker object in a wide range of VR software applications. This implementation permits Wii Remote-based head tracking to directly substitute for more costly commercial trackers through the VRPN and VR Juggler Gadgeteer tracker interfaces. The head tracker provides up to 100Hz of head tracking input. It has been tested in a variety of VR applications on both Windows and Linux. The discussed solution has been released as open-source software.


2018 ◽  
Vol 23 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Eric Krokos ◽  
Catherine Plaisant ◽  
Amitabh Varshney

Abstract Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.


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