2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2021
DOI: 10.1109/vrw52623.2021.00039
|View full text |Cite
|
Sign up to set email alerts
|

Mitigation of Cybersickness in Immersive 360°Videos

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
9
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 15 publications
(9 citation statements)
references
References 49 publications
0
9
0
Order By: Relevance
“…The alternative idea of choosing a more interactive VR simulation such as a videogame-albeit more likely to foster higher levels of cybersickness or spatial presence (e.g., Yeo et al 2020)-would have allowed for higher levels of behavioral freedom, thus reducing the internal validity of the study. Also, since previous research has shown that presenting 360° videos actually sufficed to successfully manipulate the perceived spatial presence and cybersickness of participants (e.g., Breves 2021;Groth et al 2021;Vettehen et al 2019), we deemed this approach suitable for our study.…”
Section: Design and Stimulusmentioning
confidence: 99%
“…The alternative idea of choosing a more interactive VR simulation such as a videogame-albeit more likely to foster higher levels of cybersickness or spatial presence (e.g., Yeo et al 2020)-would have allowed for higher levels of behavioral freedom, thus reducing the internal validity of the study. Also, since previous research has shown that presenting 360° videos actually sufficed to successfully manipulate the perceived spatial presence and cybersickness of participants (e.g., Breves 2021;Groth et al 2021;Vettehen et al 2019), we deemed this approach suitable for our study.…”
Section: Design and Stimulusmentioning
confidence: 99%
“…Blurring has also been explored as a CS mitigation strategy in various VR studies (Budhiraja et al, 2017;Carnegie and Rhee, 2015;Chen et al, 2022;Groth et al, 2021;Hussain et al, 2021). Hillaire et al (2008) proposed a method that blurs content outside the user's focal point, which was found to enhance the VE user experience without affecting gaming performance.…”
Section: Related Workmentioning
confidence: 99%
“…While the development of MMs has been a relevant topic in VR research, a comprehensive investigation into their impact on human behavior is still lacking. A substantial number of studies proposing MMs have primarily concentrated on evaluating the effectiveness of mitigation, including studies by Chen et al (2022), Choroś and Nippe (2019), Farmani and Teather (2020), Groth et al (2021), Hussain et al (2021), Kemeny et al (2017), Teixeira and Palmisano (2021), Wienrich et al (2018), and Wu and Suma Rosenberg (2022). While some of these studies also delved into the topic of perceived presence, the evaluations focused on a specific virtual environment (VE) or application scenario.…”
Section: Introductionmentioning
confidence: 99%
“…Dynamic FOV restriction has become one of the most widely used cybersickness interventions (e. g., Kim et al, 2008;Carnegie and Rhee, 2015;Fernandes and Feiner 2016;Kim et al, 2018;Groth et al, 2021). Generally, this technique is based on the hypothesis that peripheral optical flow is an aggravating factor for cybersickness.…”
Section: Restricting the Field Of Viewmentioning
confidence: 99%
“…As one example, many cybersickness interventions depend upon conscious user inputs, such as symptom ratings, or responses to questionnaires (e.g., Gavgani et al, 2018;Thorp et al, 2022). As another example, many cybersickness interventions modify display characteristics in ways that sometimes are consciously noticed by users, such as field of view restrictions (e.g., Groth et al, 2021), or teleporting (e.g., Bozgeyikli et al, 2016).…”
mentioning
confidence: 99%