2017 · 126 citations · 13 references
ArchitectureDesignErgonomicsHuman-centered DesignUser Experience DesignHead-mounted Display SystemsImmersive EnvironmentsMotion SicknessMotion Sickness MitigationVirtual Environment DesignVirtual RealityHeuristic ApproachImmersive Serious GamesImmersive User Experience DesignImmersive Virtual RealityReal-time ProcessingSickness ExperienceVirtual Reality GamingVirtual Reality Sickness
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many users have been reporting discomfort symptoms, such as nausea, sickness, and headaches, among others. When using VR for health applications, this is more critical, since the discomfort may interfere a lot in treatments. In this work we discuss possible causes of these issues, and present possible solutions as design guidelines that may mitigate them. In this context, we go deeper within a dynamic focus solution to reduce discomfort in immersive virtual environments, when using first-person navigation. This solution applies an heuristic model of visual attention that works in real time. This work also discusses a case study (as a first-person spatial shooter demo) that applies this solution and the proposed design guidelines.
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The zone of comfort: Predicting visual discomfort with stereo displays
Takashi Shibata, Joondong Kim, David M. Hoffman et al. · Journal of Vision · 2011 · 589 citations · Full text
Medicine, Psychology, Vision Science +14
Mark H. Draper, Erik Viirre, Thomas A. Furness et al. · Human Factors The Journal of the Human Factors and Ergonomics Society · 2001 · 206 citations