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Enhancing the Experience, Decreasing the Cybersickness on Performance Video Watching for Virtual Reality Content Users
Introduction
A new performance watching paradigm has been introduced in the form of Virtual Reality (VR) where not by watching directly on the scene or by two-dimensional computer screen but by three-dimensional virtual scenes, which liberates people from travelling a long distance to the spot while present true-to-life, interactive circumstances. By wearing Head Mounted Displays (HMDs), people can get a sense of presence or immersion in the virtual environment. (Bangay & Preston, 1998)
However, a higher immersiveness can generate higher cybersickness. (Bangay & Preston, 1998; Lin, 2004), which will decrease the user’s enjoyment and experience. At least 60% of VR users report to have cybersickness in VR contents. (Rosa, Morais, Gamito, Oliveira & Saraiva) Cybersickness is not merely caused by technology factors but also by individual factors. (Jerome & Witmer, 2002) In previous studies, factors affecting motion sickness were exposure time, VR display type, degree of head movement, amount of screen movement in virtual environment, display lag phenomenon. (Lo & So, 2001)
Some of these factors has already been improved by modern HMDs, but even with good hardware implementation, improperly design content will cause unpleasant experience. (Porcino, Clua, Vasconcelos, Trevisan & Valente, 2016) There are rare research focusing on VR performance contents before, while the field does lie big problems. People feel dizzy after 5-10 minutes of VR using. (Kennedy, Stanney & Dunlap, 2000) The problem is most of the performance content takes more than 5-10 minutes. It is necessary to eliminate negative factor related to cybersickness in VR contents.
Hence, our goal is to investigate whether the speed, the duration, the genre and the color of VR contents have correlation with cybersickness, and provide guidelines for VR performance contents design.
Business Canvas
According to Goldman Sachs’s report (2016) [8], VR software market size will arrive at $35 billion in 2025. However, the market share of VR game is high, at $11.6
bn, while the market share of VR video entertainment is far lower than that, at only $3.2 bn.
Figure 1. 2025 base case VR/AR software assumptions by use case [8]
The reason, on one hand, is the paucity of VR performance contents production, on the other hand, is due to cybersickness, which is an obstacle in comfortable user experience. If the problem has been well solved, the VR performance can become a new art form with wide application prospect. Taking the following scenarios as examples:
Scenario 1. Korean pop star VR concert is going to enter Indonesia market, while the penetration of VR devices is low in Indonesia, many Indonesians have no VR experience before. It is likely to generate cybersickness among VR first-time users. If they feel cybersickness, they may refuse to use it anymore with fear. Vice versa, less cybersickness VR performance can make Indonesian users feel immersive and enjoyable, as well as can save travelling expenses to Korea.
Scenario 2. Top pop star’s concert tickets are usually been sold out within 30 minutes. People who haven’t got a ticket can choose a VIP seat of the concert just by wearing HMD at home.
Scenario 3. The handicapped who is inconvenient to move can watch favorite performance at home using HMD.
There are more possibilities in business model and forms of VR performance. Table 1 shows the business canvas of VR performance and Table 2 lists more possible forms of VR performance in the future.
Table 1. The business model canvas of VR performance
Key Partners
-Previous content
provider
-Government
-Network resource
provider
Key Activities
-VR VOD market
stablization
-Free distribution to
the public
Value
Propositions
-Public service
-New
experience
-Travelling
expense
reduction
Customer
Relationships
-Customer pay for
cheap and
high-quality
contents
Customer
Segments
-Local
-Handicapped
people
-People in foreign
countries key Resources
-VR app service
ecosystem
-Pools of good
contents
Channels
-VOD
-Streaming
-Cable TV
Cost Structure
-Network fee
-Cost of installing wide-spreading pip lines
-VR VOD market maintenance fee
Revenue Streams
-Customers get emotin fulfilling
-Pay for high-cost ticket
-By credit card
Table 2. The possible forms of VR performance in the future
Real Virtual
Real Audience on the scene to watch real people
performance
Audience using HMD at home to watch real
people performance
Virtual
Audience on the scene to watch virtual
character performance or the avatar of real
people performance
Audience using HMD at home to watch
virtual avatar performance
Hence, the practical significance of this research is:
• To make it possible for users to watch VR performance which lasts for a long time.
• To alleviate cybersickness for VR first-time users and users with motion sickness before.
• To provide good VR performance contents helping open up more oversea markets and facilitate its popularization.
Previous Study of Cybersickness
Cybersickness is a kind of motion sickness based in virtual environment. A typical theory that explains the cause of cybersickness is the sense conflict theory. Sense conflict theory assumes that the two senses associated with motion induction conveyed by the two senses differ from the expectations based on previous experience, resulting in sensor conflicts, thus resulting in motion sickness. (Reason & Brand, 1975) Another theory is vestibular over stimulation theory, which claims excessive
stimulation in virtual environment will cause controversy over otoliths or the semicircular canals. (Regan, 1995) Users using HMD to watch VR contents can experience discomfort, nausea, dizziness or vertigo, disorientation, pallor, sweating headache or vomiting. (Kennedy, Lane, Berbaum & Lilienthal, 1993)
According to current literature, numerous factors in VR contents can contribute to generate cybersickness. And corresponding method has been proposed.
1. Adjustment of visual acceleration. High acceleration generates high vection sensation and sickness symptoms. (So, Lo & ho, 2001) The way to reduce cybersickness is to slow down the acceleration and stop it slowly to reduce the divergence between the two sensations. (Kim, 2016)
2. Maximize degree of control. Compared to passive viewing, direct manipulation of the virtual environment contributes to the implementation of the anatomical structure and helps the participants to maintain a clear reference frame during the interaction. (Jang, Vitale, Jyung & Black, 2017)
3. Decrease exposure duration. When the exposure duration increased, the total sickness will also increased. (Kennedy, Stanney & Dunlap, 2000)
4. Decrease Field of View (FOV). A high FOV will generate high degree of cybersickness, high degree of presence, and decline enjoyment. (Lin, 2004)
5. Minimize latency. A time delay experiment found that participants well notice the large latency, and make comments about the system sluggishness and unpleasant movement. (Draper, Viirre, Furness & Gawron, 2001)
6. Simplify complexity in a scene. Kim (2016) divided VR scene into center, back, left, right 4 parts, and found that putting the main character in central area and simplifying the other 3 area will reduce cybersickness.
7. Minimize visual rotation. Camera roll can cause severe motion sickness by generate a disparity between two senses that receive visual information and vestibular information. (Kim, 2016) Therefore, eliminating or minimizing camera rotation is a way to prevent cybersickness from happening.
8. Appropriate cut transition. If a person at right side is given an angle change with people at left side by cut editing, the VR viewer will feel that the whole environment rotates several times in a short time, which will cause cybersickness. To prevent this problem, using a full shot and a fixed camera can allow audience see the subjects at a glance. (Kim, 2016)
9. Give motion cues. Unreported motion cues can alleviate cybersickness in VR environment. (Lin, Parker, Laha & Furness, 2005) Therefore, put a visual hint that acts like a fixed frame in VR can reduce cybersickness. (Kim, 2016)
Related experiments
Concerning which factor show a dependence on the degree of immersion, Bungay and Preston (1988) designed tests to evaluate whether anticipatory excitement, comfort of the environment and impression of control affect immersiveness. It contained tasks to
watch virtual roller coaster which has rapid orientation changes in the view point. The evaluation had 143 participants watching virtual roller coasters, but they reported minimal cybersickness due to the lower degree of immersion. Bungay and Preston concluded that cybersickness shows a dependence on degree of immersion.
So, Lo and Ho (2001) focus on the effect of navigation speed on the level of motion sickness using VR4 LCD HMD, and finish an Simulator Sickness Questionnaire (SSQ) before and after the experiment. The evaluation compared eight different navigation speeds. So, Lo and Ho reported that vection sensation and sickness symptoms increased with increasing navigation speed from 3m/s to 10m/s RMS.
The work by Jeong (2016) is closely related to our work, both aims at finding the factors of cybersickness in VR contents. More specifically, the independent variables are point of view, direction of movements. They tested 21 participants with Oculus Rift Dk2, and requested them to fill the SSQ before and after the experiment. As a result, he concluded that first person viewpoint and rotation of Yaw axis in the direction of movements will cause more cybersickness.
However, to reach a convincing conclusion their participants are not enough, at only 21 people. Secondly, the SSQ only has scales described as “slightly uncomfortable” and “normally uncomfortable”, whose definition varies from person to person, which may cause deviation. Thirdly, in evaluating the direction of movements, participants cannot manipulate the direction of movement by themselves but being controlled, which will not actually happen in a common VR experience.
Table 3 lists the difference between our experiment and Jeong’s work.
Table 3. Comparison of Jeong’s experiment and ours
Jeong’s experiment Our experiment
Measurement 4 scales SSQ with simple
description
5 scales of SSQ with detailed
description
Participants 21 Korean participants aged
from 20-49
30 participants (half Chinese and
half Korean) aged from 20-29
Independent variables Point of view
Direction of movements
Speed of VR content
Duration of VR content
Genre of VR content
Color in VR content
The innovativeness of this research is:
• Proposed specific index corresponding to 5 scale of SSQ. • Used qualitative interview to acquire detailed user perception.
• Considered the speed, the duration, the genre and the color of VR contents as independent variables.
• Enlarge participants scales, ranges from Korean to Chinese, and focusing on 20s, who is the most active VR users.
Methods
Participants
This study involved 31 participants (13 men and 18 women) ranging in age from 17 to 29 years. (M= ??, SD=??) 15 participants are Chinese and 16 participants are Korean. 14 participants have VR experience before, while 17 do not have any VR experience. All were consenting volunteers without feeling dizzy or agoraphobic when taking off their glasses.
Table 4. Demographic distribution of participants
Classification Frequency (person) Percentage (%)
Gender Male 13 42%
Female 18 58%
Age 10s 1 3%
20s 30 97%
Nationality Chinese 15 48%
Korean 16 52%
VR experience No 17 55%
Yes 14 45%
Total 31 100%
Apparatus and Stimuli
96°FOV Samsung SM-R322N2WAXAR Gear VR with Samsung Galaxy S6 have been used in this study. More specific parameters are shown in Table 5.
Table 5. Devices for data measurement
Image Specific parameters
Name Samsung SM-R322N2WAXAR
Gear VR
FOV 96°
Resolution 1440*1280
Weight 1.058lbs
Refresh rate 60Hz
Platform Samsung Galaxy S6
As for software, three different type of VR contents has been used. The features are as Table 6.
Table 6. Devices for data measurement
Image Title Features
Disney Movies VR, phizzwizard Wide viewing angle
low picture quality
Rilix VR Fast speed
rapid orientation changes in the
view point
The LEGO Batman Movie-
Batmersive VR ExperienceNarrow FOV
long time
The independent variables in the experiment is the speed, the duration, the genre and the color of VR contents, which can be shown as Figure 2.
Figure 2. Experiment structure of independent variables and statistic variables
Measurement
Cybersickness
Duration
Speed Genre
Color
GenderAge
NationalityVRexperience
In this research, we improved Kennedy’s (1993) Simulator Sickness Questionnaire (SSQ), used 5 scale and specific description to each index. To test Korean and Chinese participants, we translate the index into English and Chinese. Distributed by Google questionnaire.
Table 7. Improved SSQ in English
Part 1 Basic Information
age: gender: �Male �Female nationality: � Chinese �Korean Do you have VR experience before? �Yes �No
Part 2 SSQ of watching VR video
1 2 3 4 5
Do you have
general
discomfort?
No discomfort
Slightly
discomfort,
only occurred
sometimes
Heavier
discomfort,
affect physical
activity
Distressing,
limit phsical
activity
Excruciating,
need to rest on
the bed
Do you have a
fatigue? No fatigue
Slightly tiring,
only last a
while
Heavier
fatigue, last for
a long time
Severe
fatigue, limit
phisical activity
Exhausted,
need to rest on
the bed
Do you have a
headache? No headache
Slight
headache,
only occurred
sometimes
Heavier
headache,
affect physical
activity
Severe
headache,
limit phisical
activity
Splitting
headache,
need to rest on
the bed
Do you have
eyestrain? No eyestrain
Slight
eyestrain, only
last a while
Heavier
eyestrain,
affect eye sight
Severe
eyestrain, only
see blurred
image
Extreme
eyestrain,
need to take a
long rest
Do you feel
difficult to
focus?
No difficult
Slightly
difficult,
disappeared
quickly
More difficult,
affect visual
process
Very difficult,
limited visual
process
Extremely
difficult, see
things with
ghosting
Have
salivation
changed?
No change
Slightly
increased,
only occurred
sometimes
Largely
increased, last
for a long time
Severely
increased,
mouth full of
saliva
Extremely
increased,
cannot stop
Do you have a
sweating? No sweating
Slightly
sweating, only
Heavier
sweating, the
Severlly
sweating,the
Extremely
sweating,
occurred
sometimes
cheeks are
soaked
back is soaked cannot stop
Do you have a
nausea? No nausea
Slight nausea,
only occurred
sometimes
Heavier
nausea, affect
physical
activity
Severe
nausea, limit
phsical activity
Torturing,
need to rest on
the bed
Do you feel
difficult to
concentrate?
No difficult
Slightly
difficult,
disappeared
quickly
More difficult,
affect visual
process
Very difficult,
limited visual
process
Extremely
difficult, fail to
see
Do you feel full
in head? Not full
Slightly full,
only last a
while
Fuller, affect
thinking
Very full, limit
thinking
Extremely full,
the brain goes
blank
Do you have a
blurred vision?
No blurred
vision
Slightly
blurred, only
last a while
Heavier
blurred, affect
visual process
Very blurred,
limited visual
process
Extremely
blurred, cannot
identify what
have seen
Do you feel
dizzy when
eyes open?
Not dizzy
Slightly dizzy,
only occurred
sometimes
Heavier dizzy,
affect physical
activity
Severely
dizzy, limit
phsical activity
Torturing,
need to rest on
the bed
Do you feel
dizzy when
eyes closed?
Not dizzy
Slightly dizzy,
only occurred
sometimes
Heavier dizzy,
affect physical
activity
Severely
dizzy, limit
phsical activity
Torturing,
need to rest on
the bed
Do you have a
vertigo? No vertigo
Slight vertigo,
only occured
sometimes
Heavier
vertigo, affect
physical
activity
Severe
vertigo, limit
phsical activity
Torturing,
need to rest on
the bed
How does your
stomach
awareness?
No awareness Slight burden
of the stomach
Heavier
burden of the
stomach
Severe burden
of the stomach
Extreme
burden, need
to rest on the
bed
Do you feel
like burping? No burping
Slightly
burping,
disappeared
quickly
Heavier
burping, affect
physical
activity
Severely
burping, limit
phsical activity
Extremely
burping,
cannot stop
References
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2. Lin, J. W. J. (2004). Enhancement of user-experiences in immersive virtual environments that employ wide-field displays. Industrial Engineering, 207.
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