Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay
October 13, 2020 Β· Declared Dead Β· π 2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
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Authors
Jialin Wang, Hai-Ning Liang, Diego Monteiro, Wenge Xu, Hao Chen, Qiwen Chen
arXiv ID
2010.06152
Category
cs.HC: Human-Computer Interaction
Citations
7
Venue
2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
Last Checked
4 months ago
Abstract
Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to detect SS is using the Simulator Sickness Questionnaire (SSQ). SSQ is a subjective measurement and is inadequate for real-time applications such as VR games. This research aims to investigate how to use machine learning techniques to detect SS based on in-game characters' and users' physiological data during gameplay in VR games. To achieve this, we designed an experiment to collect such data with three types of games. We trained a Long Short-Term Memory neural network with the dataset eye-tracking and character movement data to detect SS in real-time. Our results indicate that, in VR games, our model is an accurate and efficient way to detect SS in real-time.
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