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Eye Movement Patterns Reflecting Cybersickness: Evidence from Different Experience Modes of a Virtual Reality Game.

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Area of Science:

  • Human-Computer Interaction
  • Virtual Reality Studies
  • Neuroscience

Background:

  • Cybersickness, a form of motion sickness, is a common issue in virtual reality (VR) experiences.
  • Understanding the factors influencing cybersickness severity is crucial for VR design and user experience.
  • Objective measurement of cybersickness is needed to complement subjective reports.

Purpose of the Study:

  • To compare cybersickness levels between active (playing) and passive (watching) VR experiences.
  • To determine if eye movement parameters correlate with cybersickness intensity.
  • To explore the utility of physiological measures in assessing VR-induced discomfort.

Main Methods:

  • Twenty participants engaged in VR experiences in either a playing or watching mode.
  • Cybersickness was assessed using the Simulator Sickness Questionnaire (SSQ).
  • Eye movement data, including center gaze ratio and scan-path length, were recorded.

Main Results:

  • Cybersickness symptoms were significantly higher in the watching VR mode compared to the playing mode.
  • The peak severity of cybersickness occurred during the second trial in the watching group.
  • Both center gaze ratio and scan-path length demonstrated a correlation with the changing patterns of cybersickness.

Conclusions:

  • Passive VR content consumption (watching) elicits greater cybersickness than active engagement (playing).
  • Eye movement metrics offer a potential objective method for monitoring and quantifying cybersickness.
  • Integrating physiological measurements can enhance the theoretical understanding and practical mitigation of cybersickness.