Using Trajectory Compression Rate to Predict Changes in Cybersickness in Virtual Reality Games
Diego Monteiro, Hai-Ning Liang, Xiaohang Tang, Pourang Irani

TL;DR
This paper investigates how the compression rate of movement data in VR can be used to predict cybersickness levels, offering a non-intrusive method for real-time detection in virtual reality games.
Contribution
It introduces a novel approach linking movement data compression rate changes to cybersickness levels and demonstrates machine learning for real-time prediction.
Findings
Clear correlation between compression rate changes and cybersickness
Machine learning effectively identifies cybersickness variations
Feasibility shown for VR applications involving movement
Abstract
Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its origins and prevent or minimize it. One such factor is virtual movement. Movement, whether physical or virtual, can be represented in different forms. One way to represent and store it is with a temporally annotated point sequence. Because a sequence is memory-consuming, it is often preferable to save it in a compressed form. Compression allows redundant data to be eliminated while still preserving changes in speed and direction. Since changes in direction and velocity in VR can be associated with cybersickness, changes in compression rate can likely indicate changes in cybersickness levels. In this research, we explore whether quantifying changes in…
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