Abstract
Currently, numerous users who employ HMD devices such as the Oculus Rift develop symptoms similar to motion sickness. Recent literature defines this phenomenon as cybersickness, and one of its main causes as latency. This contribution aims to analyze the accuracy of different extrapolation and filtering techniques to accurately predict head movements, reducing the impact of latency. For this purpose, 10 participants played a VR game that required quick and subsequent head rotations, during which a total of 150.000 head positions were captured in the pitch and yaw rotation axes. These rotational movements were then extrapolated and filtered. Linear extrapolation seems to provide best results, with a prediction error of approximately 0.06 arc degrees. Filtering the extrapolated data further reduces the error to 0.04 arc degrees on average. In conclusion, until future VR systems can significantly reduce latency, extrapolating head movements seems to provide a low-cost solution with an acceptable prediction error, although extrapolating the roll axis movements remains to be challenging.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
Deck13.de.
- 2.
- 3.
- 4.
- 5.
- 6.
References
McCauley, M.E., Sharkey, T.J.: Cybersickness: perception of self-motion in virtual environments. Presence: Teleoperators Virtual Environ. 1(3), 311–318 (1992)
Howarth, P., Costello, P.: The occurrence of virtual simulation sickness symptoms when an HMD was used as a personal viewing system. Displays 18(2), 107–116 (1997)
Kennedy, R.S., Drexler, J., Kennedy, R.C.: Research in visually induced motion sickness. Appl. Ergon. 41(4), 494–503 (2010)
Cobb, S.V., et al.: Virtual reality-induced symptoms and effects (VRISE). Presence 8(2), 169–186 (1999)
Bouchard, S., Robillard, G., Renaud, P.: Revising the factor structure of the simulator sickness questionnaire. Annu. Rev. CyberTherapy Telemed. 5, 128–137 (2007)
Johnson, D.M.: Introduction to and review of simulator sickness research. DTIC Document (2005)
Regan, E.: Some evidence of adaptation to immersion in virtual reality. Displays 16(3), 135–139 (1995)
DiZio, P., Lackner, J.R.: Circumventing side effects of immersive virtual environments. In: HCI (2) (1997)
DiZio, P., Lackner, J.R.: Motion sickness side effects and aftereffects of immersive virtual environments created with helmet-mounted visual displays. In: The Capability of Virtual Reality to Meet Military Requirements, vol. 1 (2000)
Lampton, D.R., et al.: Side effects and aftereffects of immersion in virtual environments. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting (1994)
So, R.H., Lo, W.: Cybersickness: an experimental study to isolate the effects of rotational scene oscillations. In: 1999 Proceedings Virtual Reality. IEEE (1999)
LaViola Jr., J.J.: A discussion of cybersickness in virtual environments. ACM SIGCHI Bullet. 32(1), 47–56 (2000)
Kim, J., et al.: The Oculus Rift: a cost-effective tool for studying visual-vestibular interactions in self-motion perception. Front. Psychol. 6, 248 (2015)
Porcino, T.M., et al.: Minimizing cyber sickness in head mounted display systems: design guidelines and applications. In: 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH). IEEE (2017)
Moss, J.D., Muth, E.R.: Characteristics of head-mounted displays and their effects on simulator sickness. Hum. Factors: J. Hum. Factors Ergon. Soc. 53(3), 308–319 (2011)
Park, G.D., et al.: Simulator sickness scores according to symptom susceptibility, age, and gender for an older driver assessment study. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting. Sage Publications, Los Angeles (2006)
Stanney, K.M., Hash, P.: Locus of user-initiated control in virtual environments: influences on cybersickness. Presence: Teleoperators Virtual Environ. 7(5), 447–459 (1998)
Keshavarz, B., Hecht, H.: Stereoscopic viewing enhances visually induced motion sickness but sound does not. Presence 21(2), 213–228 (2012)
LaValle, S.: The latent power of prediction. Oculus VR (2013)
Palmisano, S., Mursic, R., Kim, J.: Vection and cybersickness generated by head-and-display motion in the Oculus Rift. Displays 46, 1–8 (2017)
Davis, S., Nesbitt, K., Nalivaiko, E.: Comparing the onset of cybersickness using the oculus rift and two virtual roller coasters. In: Proceedings of the 11th Australasian Conference on Interactive Entertainment (IE 2015) (2015)
Howarth, P., Finch, M.: The nauseogenicity of two methods of navigating within a virtual environment. Appl. Ergon. 30(1), 39–45 (1999)
Rizzo, M., et al.: Demographic and driving performance factors in simulator adaptation syndrome. In: Proceedings of 2nd International Driving Symposium on Human Factors in Driver Assessment, Training, and Vehicle Design (2003)
Bonato, F., et al.: Vection change exacerbates simulator sickness in virtual environments. Presence: Teleoperators Virtual Environ. 17(3), 283–292 (2008)
Liu, C.-L., Uang, S.-T.: Measurement and prediction of cybersickness on older users caused by a virtual environment. In: Universal Access in Human-Computer Interaction. Ambient Interaction, pp. 666–675 (2007)
Ruddle, R.A.: The effect of environment characteristics and user interaction on levels of virtual environment sickness. In: 2004 Proceedings Virtual Reality. IEEE (2004)
Dorado, J.L., Figueroa, P.A.: Ramps are better than stairs to reduce cybersickness in applications based on a HMD and a gamepad. In: 2014 IEEE Symposium on 3D User Interfaces (3DUI) (2014)
Lo, W., So, R.H.: Cybersickness in the presence of scene rotational movements along different axes. Appl. Ergon. 32(1), 1–14 (2001)
Merhi, O., et al.: Motion sickness, console video games, and head-mounted displays. Hum. Factors 49(5), 920–934 (2007)
Bonato, F., Bubka, A., Palmisano, S.: Combined pitch and roll and cybersickness in a virtual environment. Aviat. Space Environ. Med. 80(11), 941–945 (2009)
LaValle, S.: Sensor fusion: keeping it simple. Oculus VR Blog at http://www.oculusvr.com/blog/sensor-fusion-keeping-it-simple/May, vol. 22, p. 3 (2013)
Acknowledgements
This project employed funds from LOEWE Hessen Modellprojekte (State Offensive for the Development of Scientific and Economic Excellence of Hessen), in the framework of HA project 480/15-22.
All devices employed during this study were acquired with funds from the Hochschulpakt 2020 program of the German Federal Ministry of Education and Research (BMBF).
The authors report no conflict of interest for this publication.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Garcia-Agundez, A., Westmeier, A., Caserman, P., Konrad, R., Göbel, S. (2017). An Evaluation of Extrapolation and Filtering Techniques in Head Tracking for Virtual Environments to Reduce Cybersickness. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2017. Lecture Notes in Computer Science(), vol 10622. Springer, Cham. https://doi.org/10.1007/978-3-319-70111-0_19
Download citation
DOI: https://doi.org/10.1007/978-3-319-70111-0_19
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-70110-3
Online ISBN: 978-3-319-70111-0
eBook Packages: Computer ScienceComputer Science (R0)