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Simulator sickness and presence using HMDs: comparing use of a game controller and a position estimation system

Published: 11 November 2014 Publication History

Abstract

Consumer-grade head-mounted displays (HMD) such as the Oculus Rift have become increasingly available for Virtual Reality recently. Their high degree of immersion and presence provokes usually amazement when first used. Nevertheless, HMDs also have been reported to cause adverse reactions such as simulator sickness. As their impact is growing, it is important to understand such side effects. This paper presents the results of a relatively large scale user experiment which compares using a conventional game controller versus positioning in the virtual world based upon the signal of the internal Inertial Measurement Unit (IMU) using Oculus Rift DK1. We show that simulator sickness is significantly reduced when using a position estimation system rather than using the more traditional game controller for navigation. However the sense of presence was not enhanced by the possibility of 'real walking'. We also show the impact of other factors, such as prior experience or motion history, and discuss the results.

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References

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cover image ACM Conferences
VRST '14: Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology
November 2014
238 pages
ISBN:9781450332538
DOI:10.1145/2671015
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 11 November 2014

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Author Tags

  1. locomotion
  2. oculus rift
  3. presence
  4. simulator sickness
  5. virtual reality

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  • (2024)Automatic cybersickness detection by deep learning of augmented physiological data from off-the-shelf consumer-grade sensorsFrontiers in Virtual Reality10.3389/frvir.2024.13642075Online publication date: 17-Jun-2024
  • (2024)How different text display patterns affect cybersickness in augmented realityScientific Reports10.1038/s41598-024-62338-y14:1Online publication date: 22-May-2024
  • (2024)Robot remote control using virtual reality headset: studying sense of agency with subjective distance estimatesVirtual Reality10.1007/s10055-024-01028-628:3Online publication date: 6-Jul-2024
  • (2024)Balancing the Virtual World: Exploring the Efficacy of a Virtual Layer in Mitigating Cyber SicknessData Management Technologies and Applications10.1007/978-3-031-68919-2_1(1-24)Online publication date: 7-Sep-2024
  • (2023)Motion Sickness during Roll Motion: VR HMD View versus Monitor ViewVibration10.3390/vibration60100046:1(45-56)Online publication date: 6-Jan-2023
  • (2023)Point & Teleport with Orientation Specification, Revisited: Is Natural Turning Always Superior?Journal of Information Processing10.2197/ipsjjip.31.39231(392-403)Online publication date: 2023
  • (2023)Can Gender and Motion Sickness Susceptibility Predict Cybersickness in VR ?2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00066(277-282)Online publication date: Mar-2023
  • (2023)Task-Dependent Visual Behavior in Immersive Environments: A Comparative Study of Free Exploration, Memory and Visual SearchIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.332025929:11(4417-4425)Online publication date: 1-Nov-2023
  • (2023)What Causes the Dizziness: A Cybersickness Study in VR Environment2023 IEEE Smart World Congress (SWC)10.1109/SWC57546.2023.10448674(1-8)Online publication date: 28-Aug-2023
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