Motion sickness issues in VR content

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Motion sickness issues in VR content Beom-Ryeol LEE, Wookho SON CG/Vision Technology Research Group Electronics Telecommunications Research Institutes

Compliance with IEEE Standards Policies and Procedures Subclause 5.2.1 of the IEEE-SA Standards Board Bylaws states, "While participating in IEEE standards development activities, all participants...shall act in accordance with all applicable laws (nation-based and international), the IEEE Code of Ethics, and with IEEE Standards policies and procedures." The contributor acknowledges and accepts that this contribution is subject to: The IEEE Standards copyright policy as stated in the IEEE-SA Standards Board Bylaws, section 7, http://standards.ieee.org/develop/policies/bylaws/sect6-7.html#7, and the IEEE- SA Standards Board Operations Manual, section 6.1, http://standards.ieee.org/develop/policies/opman/sect6.html The IEEE Standards patent policy as stated in the IEEE-SA Standards Board Bylaws, section 6, http://standards.ieee.org/guides/bylaws/sect6-7.html#6, and the IEEE-SA Standards Board Operations Manual, section 6.3, http://standards.ieee.org/develop/policies/opman/sect6.html 2

IEEE P3333.3 HMD Based 3D Content Motion Sickness Reducing Technology [Dongil Seo, Dillon@volercreative.com] Motion sickness issues in VR content Date: 2017-07-25 Author(s): Beom-Ryeol Lee, Wookho Son Name Affiliation Phone [optional] Email [optional] Beom-Ryeol Lee ETRI +(82) 42-860-5815 lbr@etri.re.kr Wookho Son ETRI +(82) 42-860-6320 whson@etri.re.kr

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VR content latency optimization VR Works (NVIDIA) Comprehensive suits of APIs, libraries, and engines for VR applications: visuals, sound, touch and simulations Accelerates 360 video processing & supports for Immersive Displays & Clustering GPU Rendering Optimization: LiquidVR (AMD) Asynchronous time warping (> 60 Hz) Parallel processing for left & right eye image rendering Foveated Rendering (SMI, NVIDIA) Eye tracking based rendering optimization for VR headset Gaze information with HTC Vive at 250 Hz, Samsung Gear VR at 60 Hz, Oculus Rift DK2 at 60 Hz 5

VR content latency optimization Virtual Nose (Purdue Univ.) Place a virtual nose(visual reference) in the lower center of a simulation gives a stabilization effect Dynamic FoV Modification (Columbia Univ.) Artificially adjust the cfov(camera field of view) while moving Best Practice (Oculus 2016) Qualitative guidelines for VR applications development - CG rendering, latency, movement velocity/acceleration, depth/fov control, scaling, GUI, etc 6

Visual-Motion synchronization ZERO Latency (Australia) Allows users to move freely in an open space physical movements to be replicated by their in-game avatars 128 optical cameras tracks physical locations of up to 7 players in the game space of 400 m², Personal backpacking of PC Virtualizer (Cyberith) Full Virtualizer H/W, S/W and Dev kit, testing and demo app. Virtualizer control panel for MS Windows Plug-ins for Unity 3D and Unreal Engine GVS System(Mayo Clinic 2016) Apply electric current to the human vestibular organs for mimicking the stimulation needed for synchronizing the VR and user s motion two receptors are stimulated : semi-circular canals, otolith organs Adequate amount of current at the right timing is very tricky GVS (Galvanic Vestibular Stimulation) 7

Sensory Conflict Theory (J. T. Reason & J. J. Brand, 1975) - VR sickness is directly related to vestibular system - VR sickness originates from conflicting sensory input(vestibular, visual and proprioceptive) Motion sickness occurs because vestibular system sensations does not match sensations from the eyes and body <The vestibular system> 8

The Postural Instability Theory (Riccio & Stoffregen, 1991) - One of the primary behavioral goals in humans is to maintain postural stability in the environment - Motion sickness is a prolonged postural instability - Motion sickness occurs in situations where the individuals does not possess or has not yet learned the control strategies for maintaining postural stability People tends to get accustomed to VR sickness as they become frequently exposed to VR experiences <postural stability> the state in which uncontrolled movements of the perception & action systems are minimized 9

Human factor design issues Each symptom may have many possible causes - some of them may be known, while others are not - dependency on hardware and/or particular content Variation among users to VR sickness susceptibility - gender, age, ethnic background, prior experience Controlling the level of VR sickness experienced by the user - Perform both SSQ(Simulation Sickness Questionnaire) and clinical (physiological) test - Do some mathematical analysis (via statistics or machine learning) to determine the quantified relationship between the causes and VR sickness symptoms 10

Human factor R&D issues Verifying the causes of VR sickness Modeling the VR human factors Content-related VR device-related User-related Extracting the parameters of VR human factors Monitoring and Controlling of VR paras Deploying safe VR content VR human factor API Reference content Best practice of VR content 11

VR tech trends on VR HMD content with motion sickness The causes of motion sickness in VR HMD environments Developing issues of VR Human factors for reducing motion sickness 12

Thanks for your attention! Q & A 13