EXPLORING METHODS TO MITIGATE AND SIMULATE VISUALLY INDUCED MOTION SICKNESS OF VIEWING 360-DEGREE VIDEOS IN VIRTUAL REALITY USING NAVIGATION TRAJECTORY AND WALKING IN PLACE
Abstract
Project Abstract360-degree videos are immersive, affordable and easily obtainable media which provide omnidirectional and realisticcaptures of places, environments and activities, and can be used as a low-cost alternative for 3D contents in virtual reality applications for training. However, viewing 360-degree videos in virtual reality easily leads to visually induced motion sickness on users. Existing approaches for mitigating this effect either lead to reduced immersion or cause visual distractions to 360-degree videos# contents. On one side, this effect leads to undesirable user experience, which is one of the main reasons for the reluctance in adopting 360-degree videos and virtual reality in practice. On the other side, this phenomenon could be potentially useful in certain contexts to create realistic user experience in VR. For examples, correctly recreating the sensation of motion sickness is essentialin VR systems for maritime and vessel crew training in order to help trainees develop their resistance to this feeling for their real-life operations. Nevertheless, existing approaches for generating such sea sickness mostly rely on bulky, stationary and expensive hardware infrastructure. In this project, we propose to perform two-fold explorations on handling visually induced motion sicknesscaused by 360-degree videos. On one side, we would like to explore novel techniques for mitigating this perception phenomenon. To achieve that, we will experiment a number of novel interaction/interface designs to mitigate such motion sickness while not decreasing the sense of immersion or adding visual irritations to users# perception. (1) We would like to investigate approaches of visualizing the navigation trajectory of the capturing camera directly on the 360 video#s content in VR as an attempt to counter the optical flows in the scene coming into the user#s vision, as well as to hint the user on possible motions to be perceived in the coming frames. (2) Additionally, we are also interested in exploring novel interaction techniques incorporating walking in place in synchronization with the camera#s navigation path in order to reduce visual-vestibular motion mismatch found in passive viewing of 360 videos in VR. On the other side, we would like to investigate methods to recreate the sensation of motion sickness in accordance to the VR content, without requiring heavy and expensive hardware. More particularly, we will investigate how to model redirectional gains, common factors used for compressing a large virtual environment to a smaller physical space, based on parameters such as video navigation path, video play speed, users# real-life walking speed, etc. Contextually, we will exemplify this investigation by modelling redirectional gains to simulate the sea-sickness sensation when users perform in-place-walking to view 360 videos of navigation on a vessel. These novel designs will be validated through empirical user studies which aim provide insights on the effectiveness as well aslimitations of the proposed approaches and shed light on how to apply them in reality.
Document Details
- Document Type
- DoD Grant Award
- Publication Date
- Nov 09, 2024
- Source ID
- N629092412109
Entities
People
- Duy Le
Organizations
- Office of Naval Research
- United States Navy