Reducing cybersickness in 360-degree virtual reality
Iqra Arshad, Paulo De Mello, Martin Ender, Jason D. McEwen, Elisa R., Ferr\'e

TL;DR
This study explores whether AI-enhanced 6-degrees-of-freedom motion in 360-degree VR can reduce cybersickness, finding it significantly alleviates nausea but not other symptoms, thus improving VR safety and immersion.
Contribution
Introduces an AI system that adds artificial 6-DoF motion to 360-degree VR, reducing nausea and enhancing user comfort in immersive experiences.
Findings
Significant reduction in nausea with AI-enhanced 6-DoF VR
No significant change in oculomotor or disorientation symptoms
Heart rate and fast sickness scores unchanged
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 have evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial 6-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and fast motion sickness rating) and implicit (heart rate) measurements…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
