Evaluating Cybersickness of Walking on an Omnidirectional Treadmill in Virtual Reality
Cybersickness is a type of motion sickness that may occur during a virtual reality (VR) experience. Many studies have proposed solutions to mitigate cybersickness, while navigating a virtual environment with controllers or walking over a floor. However, reducing the levels of cybersickness while phy...
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Published in | IEEE transactions on human-machine systems Vol. 52; no. 4; pp. 613 - 623 |
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Main Authors | , |
Format | Journal Article |
Language | English |
Published |
New York
IEEE
01.08.2022
The Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
Subjects | |
Online Access | Get full text |
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Summary: | Cybersickness is a type of motion sickness that may occur during a virtual reality (VR) experience. Many studies have proposed solutions to mitigate cybersickness, while navigating a virtual environment with controllers or walking over a floor. However, reducing the levels of cybersickness while physically walking on an omnidirectional treadmill has been largely overlooked. In this article, we performed a within-subject study, where 34 novice participants underwent four visual conditions while walking in a virtual maze over an omnidirectional treadmill. In the control condition, the movement speed was reduced of the half compared to a standard navigation speed, a movement speed smoothing was added, and the user's virtual body was represented. The other three conditions changed one of the visual parameters of the control condition: in the standard speed condition, the speed reduction was not performed; for the no smoothing condition, the smoothing was not performed; and for the no avatar condition, the user's avatar was removed. Results showed that the standard speed condition was reported to induce a significant level of cybersickness compared to the control and no avatar conditions. Nevertheless, standard speed was also the condition most preferred to navigate a virtual environment. This suggests the need to find a tradeoff between the easiness to move quickly in a virtual environment and the cybersickness that can be induced. We provide a discussion of the obtained results and their implications for the design of VR experiences while users walk upon an omnidirectional treadmill. |
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Bibliography: | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 |
ISSN: | 2168-2291 2168-2305 |
DOI: | 10.1109/THMS.2022.3175407 |