Preventing Motion Sickness in VR
Abstract
Motion sickness, also referred as Simulator Sickness, Virtual sickness, or Cyber sickness, is a problem common to all types of visual simulators consisting of motion sickness-like symptoms that may be experienced while and after being exposed to a dynamic, immersive visualization. It leads to ethical concerns and impaired validity of simulator-based research. Due to the popularity of virtual reality devices, the number of people exposed to this problem is increasing and, therefore, it is crucial to not only find reliable predictors of this condition before any symptoms appear, but also find alternatives to fully prevent its occurrence while experiencing VR content.
Publications
Measuring Velocity Perception Regarding Stimulus Eccentricity
in Proc. ACM Symposium on Applied Perception (SAP), no. 4, ACM, pp. 1-9, August 2024.
Instant Hand Redirection in Virtual Reality Through Electrical Muscle Stimulation-Triggered Eye Blinks
in ACM Symposium on Virtual Reality Software and Technology (VRST), no. 37, pp. 1-11, August 2023.
Omnidirectional Galvanic Vestibular Stimulation in Virtual Reality
in IEEE Transactions on Visualization and Computer Graphics (TVCG, Proc. IEEE VR), vol. 28, no. 5, pp. 2234-2244, March 2022.
Won "Honorable Mention for Best Journal Track Paper" at IEEE VR
Visual Techniques to Reduce Cybersickness in Virtual Reality
in Proc. IEEE Conference on Virtual Reality and 3D User Interfaces (VR), IEEE, pp. 486-487, March 2021.
Mitigation of Cybersickness in Immersive 360° Videos
in IEEE Virtual Reality Workshop on Immersive Sickness Prevention (WISP), IEEE, pp. 169-177, March 2021.
Exploring Neural and Peripheral Physiological Correlates of Simulator Sickness
in Computer Animation and Virtual Worlds, vol. 31, no. 4-5, John Wiley & Sons, Inc., pp. e1953 ff., August 2020.
electronic ISSN: 1546-427X
Related Projects
This project focuses on using electroencephalography (EEG) to analyze the human visual process. Human visual perception is becoming increasingly important in the analyses of rendering methods, animation results, interface design, and visualization techniques. Our work uses EEG data to provide concrete feedback on the perception of rendered videos and images as opposed to user studies that just capture the user's response. Our results so far are very promising. Not only have we been able to detect a reaction to artifacts in the EEG data, but we have also been able to differentiate between artifacts based on the EEG response.
Eye-tracking Head-mounted Display
Immersion is the ultimate goal of head-mounted displays (HMD) for Virtual Reality (VR) in order to produce a convincing user experience. Two important aspects in this context are motion sickness, often due to imprecise calibration, and the integration of a reliable eye tracking. We propose an affordable hard- and software solution for drift-free eye-tracking and user-friendly lens calibration within an HMD. The use of dichroic mirrors leads to a lean design that provides the full field-of-view (FOV) while using commodity cameras for eye tracking.
Motivated by the advent of mass-market head-mounted immersive displays, we set out to pioneer the technology needed to experience recordings of the real world with the sense of full immersion as provided by VR goggles.