Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even pose health risks. Previous research has explored different VR sickness mitigation methods by adding visual effects or elements. Field of View (FOV) reduction, Depth of Field (DOF) blurring, and adding a rest frame into the virtual environment are examples of such methods. Although useful in some cases, they might result in information loss. This research is the first to compare VR sickness, presence, workload to complete a search task, and information loss of these three VR sickness mitigation methods in a racing game with two levels of control. To do this, we conducted a mixed factorial user study (N = 32) with degree of control as the between-subjects factor and the VR sickness mitigation techniques as the within-subjects factor. Participants were required to find targets with three difficulty levels while steering or not steering a car in a virtual environment. Our results show that there are no significant differences in VR sickness, presence and workload among these techniques under two levels of control in our VR racing game. We also found that changing FOV dynamically or using DOF blur effects would result in information loss while adding a target reticule as a rest frame would not.
翻译:使用虚拟现实(VR)头顶显示器(HMDs)可诱发 VR 疾病。 VR 疾病可以导致 VR 疾病。 VR 疾病可以导致强烈不适,减少用户的存在和享受,特别是在游戏中,减少 VR 经验的时间长度,甚至可能构成健康风险。 以前的研究已经探索了不同的 VR 疾病缓解方法,增加了视觉效应或元素。 查看(FOV) 的减少、 现场的深度模糊以及将VR 疾病缓解技术纳入虚拟环境是这些方法的例子。 虽然在某些情况下有用,但可能会导致信息丢失。 这项研究首先可以比较 VR 疾病、 存在、 工作量以完成搜索任务, 并减少这三种 VR 疾病缓解方法的信息损失。 为此,我们进行了一种混合因素用户研究(N= 32 ), 控制程度作为主题之间的因素, VR 和 VR 疾病缓解技术作为内部因素。 参与者需要在虚拟环境中指导或不指导一辆汽车时找到三个难度的目标。 我们的研究结果表明, 在VVR 游戏中, 在VVL 风险 风险 水平下我们发现两个目标不会产生模糊的结果。