The Relationship Between Cybersickness and Eye-Activity in Response to Varying Speed, Scene Complexity and Stereoscopic VR Parameters

Published

International Journal of Human-Computer Studies

DOI

10.1016/j.ijhcs.2023.103039

The upper half of this figure demonstrates the flowchart of the experimental procedure for a single session. Each participant experienced three such sessions, in which the scenes were ordered in a 3x3 Latin square design. The lower two images are screenshots from the VE scenes designed to induce cybersickness via Scene Complexity (Left) and Stereoscopic Camera Parameters (Right, screenshots from the left and right camera fused into an anaglyph).
preprint frontpage
Paper

Alper Ozkan, Ufuk Celikcan. "The relationship between cybersickness and eye-activity in response to varying speed, scene complexity and stereoscopic VR parameters", International Journal of Human-Computer Studies (2023).
Preprint (with low-res images) | Published Version

Datasets: Download link

Please kindly cite our paper in your publication if you use this dataset or code:

@article{OZKAN2023103039,
			title = {The relationship between cybersickness and eye-activity in response to varying speed, scene complexity and stereoscopic VR parameters},
			journal = {International Journal of Human-Computer Studies},
			volume = {176},
			pages = {103039},
			year = {2023},
			issn = {1071-5819},
			doi = {https://doi.org/10.1016/j.ijhcs.2023.103039},
			url = {https://www.sciencedirect.com/science/article/pii/S1071581923000484},
			author = {Alper Ozkan and Ufuk Celikcan}
			}

Abstract

Eye trackers are non-invasive devices that can be integrated into VR head-mounted displays and the data they seamlessly provide can be instrumental in mitigating cybersickness. However, the connection of eye-activity to cybersickness has not been studied in a broad sense, where the effects of different VR content factors causing cybersickness are examined together. Addressing this gap, we present an extensive investigation of the relationship between eye-activity and cybersickness in response to three major cybersickness factors – navigation speed, scene complexity and stereoscopic rendering – simulated in varied severity. Our findings reveal multiple links between several eye-activity features and user-reported discomfort reports, the most significant of which are associated with speed levels, highlighting the relationship between feeling of vection and eye-activity. The evaluation also established significant differences in eye-activity response with different stimulus types and time spent in VR, suggesting an accumulation effect. Furthermore, the regression analysis hints that blink frequency can be utilized as a significant predictor of cybersickness, regardless of time spent in VR.


Acknowledgements

This work was supported by TUBITAK-1001 Program (Grant No. 116E280)

Footnotes