Proceedings: GI 2018

Viewpoint Snapping to Reduce Cybersickness in Virtual Reality

Yasin Farmani (Carleton University), Robert J. Teather (Carleton University)

Proceedings of Graphics Interface 2018: Toronto, Ontario, 8-11 May 2018, 168 - 175

DOI 10.20380/GI2018.23

  • BibTex

    @inproceedings{Farmani:2018:10.20380/GI2018.23,
    author = {Farmani, Yasin and Teather, Robert J.},
    title = {Viewpoint Snapping to Reduce Cybersickness in Virtual Reality},
    booktitle = {Proceedings of Graphics Interface 2018},
    series = {GI 2018},
    year = {2018},
    isbn = {978-0-9947868-3-8},
    location = {Toronto, Ontario},
    pages = {168 -- 175},
    numpages = {8},
    doi = {10.20380/GI2018.23},
    publisher = {Canadian Human-Computer Communications Society / Soci{\'e}t{\'e} canadienne du dialogue humain-machine},
    keywords = {Cybersickness, Visually Induced Motion Sickness, vection},
    }

Abstract

Cybersickness in virtual reality (VR) is an on-going problem, despite recent advances in technology. In this paper, we propose a method for reducing the likelihood of cybersickness onset when using stationary (e.g., seated) VR setups. Our approach relies on reducing optic flow via inconsistent displacement - the viewpoint is “snapped” during fast movement that would otherwise induce cybersickness. We compared our technique, which we call viewpoint snapping, to a control condition without viewpoint snapping, in a custom-developed VR first-person shooter game. We measured participant cybersickness levels via the Simulator Sickness Questionnaire (SSQ), and user reported levels of nausea, presence, and objective error rate. Overall, our results indicate that viewpoint snapping significantly reduced SSQ reported cybersickness levels by about 40% and resulted in a reduction in participant nausea levels, especially with longer VR exposure. Presence levels and error rate were not significantly different between the viewpoint snapping and the control condition.