Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter Game

被引:8
作者
Monteiro, Diego [1 ,3 ]
Chen, Hao [1 ]
Liang, Hai-Ning [1 ]
Tu, Huawei [2 ]
Dub, Henry [2 ]
Monteiro, Diego [1 ,3 ]
机构
[1] Xian Jiaotong Liverpool Univ, Dept Comp, Suzhou, Peoples R China
[2] La Trobe Univ, Comp Sci & Informat Technol, Melbourne, Vic, Australia
[3] Birmingham City Univ, Birmingham, W Midlands, England
来源
2021 IEEE CONFERENCE ON GAMES (COG) | 2021年
关键词
Virtual Reality; VR Sickness; Navigation; First-Person Shooter; Gaming; MOTION SICKNESS; CYBERSICKNESS; PITCH; ROLL;
D O I
10.1109/COG52621.2021.9619145
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by manipulating users' perception of the virtual environment via the head-mounted display (HMD). One extreme example is the Teleport mitigation technique, which lets users navigate discretely, skipping sections of the virtual space. Other techniques are less extreme but still rely on controlling what and how much users see via the HMD. This research examines the effect on players' performance and gameplay of these mitigation techniques in fast-paced VR games. Our focus is on two types of visual reduction techniques. This study aims to identify specifically the trade-offs these techniques have in a first-person shooter game regarding immersion, performance, and VRS. The main contributions in this paper are (1) a deeper understanding of one of the most popular techniques (Teleport) when it comes to gameplay; (2) the replication and validation of a novel VRS mitigation technique based on visual reduction; and (3) a comparison of their effect on players' performance and gameplay.
引用
收藏
页码:639 / 646
页数:8
相关论文
共 42 条
  • [1] Adhanom IB, 2020, 2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2020), P645, DOI [10.1109/VR46266.2020.00-17, 10.1109/VR46266.2020.1581314696458]
  • [2] The Effect of Field-of-View Restriction on Sex Bias in VR Sickness and Spatial Navigation Performance
    Al Zayer, Majed
    Adhanom, Isayas B.
    MacNeilage, Paul
    Folmer, Eelke
    [J]. CHI 2019: PROCEEDINGS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2019,
  • [3] [Anonymous], SUPERHOT VR OCULUS Q
  • [4] Basting O, 2017, IEEE SYMP 3D USER, P225, DOI 10.1109/3DUI.2017.7893353
  • [5] Vection change exacerbates simulator sickness in virtual environments
    Bonato, Frederick
    Bubka, Andrea
    Palmisano, Stephen
    Phillip, Danielle
    Moreno, Giselle
    [J]. PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 2008, 17 (03) : 283 - 292
  • [6] Combined Pitch and Roll and Cybersickness in a Virtual Environment
    Bonato, Frederick
    Bubka, Andrea
    Paumisano, Stephen
    [J]. AVIATION SPACE AND ENVIRONMENTAL MEDICINE, 2009, 80 (11): : 941 - 945
  • [7] Point & Teleport Locomotion Technique for Virtual Reality
    Bozgeyikli, Evren
    Raij, Andrew
    Katkoori, Srinivas
    Dubey, Rajiv
    [J]. CHI PLAY 2016: PROCEEDINGS OF THE 2016 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2016, : 205 - 216
  • [8] Budhiraja P, 2017, Arxiv, DOI arXiv:1710.02599
  • [9] Local Standards for Sample Size at CHI
    Caine, Kelly
    [J]. 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, 2016, : 981 - 992
  • [10] Reducing Visual Discomfort with HMDs Using Dynamic Depth of Field
    Carnegie, Kieran
    Rhee, Taehyun
    [J]. IEEE COMPUTER GRAPHICS AND APPLICATIONS, 2015, 35 (05) : 34 - 41