How to avoid simulation sickness in virtual environments during user displacement
Communication avec acte
Abstract
Driving simulation (DS) and Virtual Reality (VR) share the same technologies for visualization and 3D vision and may use the same technics for head movement tracking. They experience also similar difficulties when rendering the displacements of the observer in virtual environments, especially when these displacements are carried out using driver commands, including steering wheels, joysticks and nomad devices. High values for transport delay, the time lag between the action and the corresponding rendering cues and/or visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems when driving or displacing using a control device, induces the socalled simulation sickness. While the visual transport delay can be efficiently reduced using high frequency frame rate, the visual-vestibular conflict is inherent to VR, when not using motion platforms. In order to study the impact of displacements on simulation sickness, we have tested various driving scenarios in Renault’s 5-sided ultra-high resolution CAVE. First results indicate that low speed displacements with longitudinal and lateral accelerations under a given perception thresholds are well accepted by a large number of users and relatively high values are only accepted by experienced users and induce VR induced symptoms and effects (VRISE) for novice users, with a worst case scenario corresponding to rotational displacements. These results will be used for optimization technics at Arts et Métiers ParisTech for motion sickness reduction in virtual environments for industrial, research, educational or gaming applications.
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