Asymmetric Lateral Field-of-View Restriction to Mitigate Cybersickness during Virtual Turns

Research output: Chapter in Book/Report/Conference proceedingConference contribution

7 Scopus citations

Abstract

Field-of-view (FOV) restriction is a common technique to reduce cybersickness in commercial virtual reality (VR) applications. However, the majority of existing FOV restriction techniques are implemented as symmetric imagery, which occludes users' views during virtual rotation. In this paper, we proposed and evaluated a novel variant of FOV restriction, referred to as a side restrictor. Side restriction uses an asymmetric mask to obscure only one side region of the periphery during virtual rotation and laterally shifts the center of restriction towards the direction of the turn. We conducted a study using a between-subjects design that compared the side restrictor, a traditional symmetric restrictor, and a control condition without FOV restriction. Participants were required to navigate through a complex maze-like environment using a controller using one of three restrictors. Compared to the control condition, the side restrictor was effective in mitigating cybersickness, reducing discomfort, improving subjective visibility, and enabling users to remain immersed for a longer period of time. Additionally, we found no empirical evidence of negative drawbacks when compared to the symmetric restrictor, which suggests that side restriction is an effective cybersickness mitigation technique for virtual environments with frequent turns.

Original languageEnglish (US)
Title of host publicationProceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages103-111
Number of pages9
ISBN (Electronic)9781665496179
DOIs
StatePublished - 2022
Event29th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022 - Virtual, Online, New Zealand
Duration: Mar 12 2022Mar 16 2022

Publication series

NameProceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022

Conference

Conference29th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022
Country/TerritoryNew Zealand
CityVirtual, Online
Period3/12/223/16/22

Bibliographical note

Funding Information:
The authors would like to thank Victoria Interrante and Thomas Stoffregen for their assistance with this research. This material is based upon work supported by the National Science Foundation under Grant No. 1901423.

Publisher Copyright:
© 2022 IEEE.

Keywords

  • HCI design and evaluation methods
  • Human computer interaction (HCI)
  • Human-centered computing
  • Interaction paradigms
  • User studies
  • Virtual reality; Human-centered computing

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