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Reducing Cybersickness in 360-Degree Virtual Reality

In: Multisensory Research
Authors:
Iqra ArshadDepartment of Psychology, Royal Holloway University of London, Egham, TW20 0EX, UK

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Paulo De MelloKagenova Limited, Guildford, GU5 9LD, UK

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https://orcid.org/0000-0001-7170-8290
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Martin EnderKagenova Limited, Guildford, GU5 9LD, UK

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https://orcid.org/0000-0001-9697-0631
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Jason D. McEwenKagenova Limited, Guildford, GU5 9LD, UK

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https://orcid.org/0000-0002-5852-8890
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Elisa R. FerréDepartment of Psychology, Royal Holloway University of London, Egham, TW20 0EX, UK
Department of Psychological Sciences, Birkbeck University of London, London, WC1E 7HX, UK

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Abstract

Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator sickness scores showed a significant reduction in feelings of nausea during the AI-supplemented six-degrees-of-freedom motion VR compared to traditional 360-degree VR. However, six-degrees-of-freedom motion VR did not reduce oculomotor or disorientation measures of sickness. No changes were observed in FMS and heart rate measures. Improving the congruency between visual and vestibular cues in 360-degree VR, as provided by the AI-supplemented six-degrees-of-freedom motion system considered, is essential for a more engaging, immersive and safe VR experience, which is critical for educational, cultural and entertainment applications.

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