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Using Visual Guides to Reduce Virtual Reality Sickness in First-Person Shooter Games: Correlation Analysis.

Kwang-Ho Seok1, YeolHo Kim1, Wookho Son2

  • 1BioComputing Lab, Institute for Bio-engineering Application Technology, School of Computer Science and Engineering, Korea University of Technology and Education, Cheonan-si, Republic of Korea.

JMIR Serious Games
|July 15, 2021
PubMed
Summary
This summary is machine-generated.

Virtual reality (VR) sickness significantly decreased when using a visual guide, such as a crosshair in first-person shooter (FPS) games. Optimizing the visual guide

Keywords:
VR fidelityVR sicknessmotion sicknessvirtual realityvisual guide

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Area of Science:

  • Human-Computer Interaction
  • Virtual Reality Technology
  • User Experience Research

Background:

  • Virtual reality (VR) content market growth is hindered by VR sickness.
  • Current rest frames reduce immersion and presence.
  • Visual guides offer a potential solution to VR sickness without compromising fidelity.

Purpose of the Study:

  • To analyze the correlation between VR sickness and the use of crosshairs as a visual guide in first-person shooter (FPS) games.
  • To investigate the impact of visual guide parameters on VR sickness.

Main Methods:

  • Eight experimental scenarios were designed to evaluate VR sickness.
  • Variables included visual guide presence, game controller status, and visual guide size/position.
  • User-reported VR sickness was measured across conditions.

Main Results:

  • VR sickness significantly decreased with the application of a visual guide in FPS games.
  • Optimal reduction in VR sickness was observed when the visual guide was 30% of the aspect ratio and head-tracked.
  • User presence and immersion were maintained with visual guide implementation.

Conclusions:

  • Visual guides effectively reduce VR sickness in virtual reality environments.
  • This method preserves user presence and immersion, unlike traditional rest frames.
  • Visual guides are a promising solution for widespread VR content distribution by mitigating VR sickness.