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VR Sickness Versus VR Presence: A Statistical Prediction Model.

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    This study introduces a new VR sickness and presence (VR-SP) database and model to predict user experience. The model accurately forecasts VR sickness and presence, aiding in optimizing virtual reality immersion.

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    Area of Science:

    • Virtual Reality
    • Human-Computer Interaction
    • Immersive Technologies

    Background:

    • Virtual reality (VR) sickness and sense of presence are key to user experience, yet methods to predict and optimize their trade-offs are lacking.
    • Existing VR sickness assessment (VRSA) and VR presence assessment (VRPA) studies often use limited probes, hindering applicability to diverse real-world VR content.
    • A comprehensive understanding of the relationship between VRSA and VRPA is crucial for enhancing VR immersion.

    Purpose of the Study:

    • To address the lack of definitive research on predicting and optimizing VR sickness and presence.
    • To develop a predictive model for VR sickness and presence using a novel, large-scale VR dataset.
    • To explore the interplay between VR sickness and presence in general VR environments.

    Main Methods:

    • Construction of a dedicated VR sickness/presence (VR-SP) database with 100 VR videos and subjective ratings.
    • Development of a statistical model using spatio-temporal and rotational frame difference maps to predict VR sickness.
    • Design of a novel motion feature correlating instantaneous and averaged temporal features, augmented with visual activity and content features for presence prediction.

    Main Results:

    • The developed statistical model accurately predicts VR sickness with 90% accuracy using the VR-SP dataset.
    • The aggregate VR-SP model demonstrates a 75% accuracy in predicting VR presence.
    • The study successfully explored the relationship between VRSA and VRPA using the new resource.

    Conclusions:

    • The VR-SP database and predictive model offer a significant advancement in understanding and managing VR user experience.
    • The findings enable better prediction and potential optimization of the balance between VR sickness and presence.
    • This research paves the way for more immersive and comfortable virtual reality applications.