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Flavia Bernardini

Publications and source records attributed to Flavia Bernardini.

2 recordsLinked to original sources

A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation

Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and bio/medical informatics. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent publications in the virtual reality context. This work proposes a novel experimental analysis using symbolic machine learning that ranks potential causes for CS. We estimate the CS causes and rank them according to their impact on the classification capabilities of CS. The experiments are performed using two distinct virtual reality games. We were able to identify that acceleration triggered cybersickness more frequently in a race game in contrast to a flight game. Furthermore, participants less experienced with VR are more prone to feel discomfort and this variable has a greater impact in the race game in contrast to the flight game, where the acceleration is not controlled by the user.

cs.HC

Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms

Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and health. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent virtual reality publications. This work proposes a novel experimental analysis using symbolic machine learning to rank potential causes of CS in VR games. We estimate CS causes and rank them according to their impact using classical machine learning. Experiments are performed using two virtual reality games and 6 experimental protocols along with 37 valid samples from a total of 88 volunteers. Our results show that rotation and acceleration triggered cybersickness more frequently in a flight game in contrast to a race game. We could also observe that subjects that are less experienced with VR are more prone to feel discomfort. Former experience plays a more important role on the race game, as this game provides more liberty to the user in terms of controllers, more displacement alternatives and a more user-controlled acceleration. Furthermore, different causes that trigger discomfort arise based on short or long term VR exposures. We suggest strategies for mitigating CS for these two scenarios: short and long term exposure experiences and compare the two highlighted scenarios (race and flight).

cs.HC