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VR Sickness Prediction for Navigation in Immersive Virtual Environments using a Deep Long Short Term Memory Model

Communication avec acte
Auteur
ccWANG, Yuyang
ccMERIENNE, Frédéric
543315 Laboratoire d’Ingénierie des Systèmes Physiques et Numériques [LISPEN]
ccCHARDONNET, Jean-Rémy

URI
http://hdl.handle.net/10985/16276
DOI
10.1109/vr.2019.8798213
Date
2019

Résumé

This paper proposes a new objective metric of visually induced motion sickness (VIMS) in the context of navigation in virtual environments (VEs). Similar to motion sickness in physical environments, VIMS can induce many physiological symptoms such as general discomfort, nausea, disorientation, vomiting, dizziness and fatigue. To improve user satisfaction with VR applications, it is of great significance to develop objective metrics for VIMS that can analyze and estimate the level of VR sickness when a user is exposed to VEs. One of the well-known objective metrics is the postural instability. In this paper, we trained a LSTM model for each participant using a normal-state postural signal captured before the exposure, and if the postural sway signal from post-exposure was sufficiently different from the pre-exposure signal, the model would fail at encoding and decoding the signal properly; the jump in the reconstruction error was called loss and was proposed as the proposed objective measure of simulator sickness. The effectiveness of the proposed metric was analyzed and compared with subjective assessment methods based on the simulator sickness questionnaire (SSQ) in a VR environment, achieving a Pearson correlation coefficient of .89. Finally, we showed that the proposed method had the potential to be deployed within a closed-loop system and get real-time performance to predict VR sickness, opening new insights to develop user-centered and customized VR applications based on physiological feedback.

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LISPEN_2019_VR_WISP_WANG.pdf
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Fin d'embargo:
2019-09-26
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Documents liés

Visualiser des documents liés par titre, auteur, créateur et sujet.

  • Using Fuzzy Logic to Involve Individual Differences for Predicting Cybersickness during VR Navigation 
    Communication avec acte
    ccWANG, Yuyang; OVTCHAROVA, Jivka; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (IEEE, 2021)
    Many studies have explored how individual differences can affect users’ susceptibility to cybersickness in a VR application. However, the lack of strategy to integrate the influence of each factor on cybersickness makes ...
  • Development of a speed protector to optimize user experience in 3D virtual environments 
    Article dans une revue avec comité de lecture
    ccWANG, Yuyang; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (Elsevier, 2021)
    Virtual walking in virtual environments (VEs) requires locomotion interfaces, especially when the available physical environment is smaller than the virtual space due to virtual reality facilities limitations; many navigation ...
  • Speed Profile Optimization for Enhanced Passenger Comfort: An Optimal Control Approach 
    Communication avec acte
    ccWANG, Yuyang; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (IEEE, 2018)
    Autonomous vehicles are expected to start reaching the market within the next years. However in practical applications, navigation inside dynamic environments has to take many factors such as speed control, safety and ...
  • A Semiautomatic Navigation Interface to Reduce Visually Induced Motion Sickness in Virtual Reality 
    Communication avec acte
    ccWANG, Yuyang; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (2018)
    Navigation in a real environment is a common task that human beings conduct easily and subconsciously. However transposing this task in virtual environments (VEs) remains challenging due to input devices and techniques ...
  • Design of a Semiautomatic Travel Technique in VR Environments 
    Communication avec acte
    ccWANG, Yuyang; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (IEEE, 2019)
    Travel in a real environment is a common task that human beings conduct easily and subconsciously. However transposing this task in virtual environments (VEs) remains challenging due to input devices and techniques. ...

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