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Assestment of motion sickeness in 360-degree video experience

prošireni sažetak izlaganja sa skupa

prošireni sažetak izlaganja sa skupa

Assestment of motion sickeness in 360-degree video experience

Vrsta prilog sa skupa (u zborniku)
Tip prošireni sažetak izlaganja sa skupa
Godina 2024
Nadređena publikacija Eighth International Scientific Conference on Recent Advances in Information Technology, Tourism, Economics, Management and Agriculture ITEMA 2023
Status prihvaćeno

Sažetak

360-degree virtual reality (VR) videos offer immersive experiences by allowing the user to explore environments from all directions. This technology is increasingly being used in various fields, including entertainment, education and training. Thank you to advances in virtual reality (VR), augmented reality (AR) and immersive technologies, the number of 360-degree films is constantly growing. Several well-known production companies and independent filmmakers are investing in this medium for films, documentaries and other forms of storytelling. At VR festivals and events such as Venice VR Expanded or Sundance Film Festival's New Frontier, new 360-degree films are frequently screened, suggesting that new projects are constantly in the works. In addition, platforms such as YouTube VR and VeeR VR regularly release new 360-degree videos, many of which are cinematic in nature, although not all are intended for the traditional cinema screen. Unlike traditional narrative cinema, abstract VR experiences focus on visual and auditory stimuli to evoke emotion and immersion. This even allows the user to participate in the action in real time in the first person. This experience can be used in cinema halls, but each user watches it with their own headset in their own private space. However, the immersive nature of VR can cause motion sickness or discomfort for users. Therefore, it is important to assess and mitigate these effects in relation to the immersive experience. In this paper, we would like to evaluate the perspective of a broader use of the 360° cinema experience. VR headsets limit users to a personalised experience. Due to the immersive view and technical limitations, motion sickness or other discomfort may occur. The Simulator Sickness Questionnaire (SSQ) is a widely used instrument to measure and assess symptoms of simulator sickness, such as nausea, oculomotor disturbances and disorientation, which are often associated with VR use. The research investigates how elements such as movement, colour, spatial sound and interactive components influence immersion, presence and comfort, key indicators of motion sickness in virtual environments. We explored various methods and questionnaires specifically adapted for virtual reality that have been used in related work and proposed a novel, improved questionnaire and methodology. By completing the questionnaire before and after each 360° video experience, we aim to quantify the intensity and frequency of symptoms of simulator sickness, relate them to the user's experience and provide insights into the factors contributing to discomfort. nderstanding these effects is crucial for optimising VR 360 experiences, improving user comfort and enhancing the 360° cinema experience in general. Two questionnaires were proposed to evaluate the previous user experience: motion discomfort and satisfaction with the 360 video experience. For the evaluation, we conducted the experiment with 50 subjects who watched 10 different 360 videos. We analysed the correlation with previous research in this field, as the quality of headsets has improved significantly. In our experiment, we did not exclude people with difficulties described in related work as susceptible to VR sickeness to determine the possibility of the VR experience for them.

Ključne riječi

virtual reality; movie; motion sickeness