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(Left) Route used in Study 1. The red lines indicate the experimental route (including traffic lights) traveled up and down in the four sections of the study. Orange lines indicate drives to break points, green lines indicate drives to or from start/end. (Right) In-car learning setup with Pico Neo 3 Pro headset connected to PassengXR motion platform. [53] Via USB. Credit: From slow motion to ridiculous speed: Comfortably manipulate the perception of linear motion in in-vehicle VR through vehicle translational gain and damping. https://doi.org/10.1145/3613904.3642298
Vehicle passengers who use VR headsets to kill time while on the move could be able to enjoy games that move at “insane speeds” without getting motion sickness, researchers say. That's what it means.
A team of human-computer interaction experts from the UK and Canada has developed the first system to manage motion sickness in VR. This allows users to feel like they are moving much faster or much slower than the vehicle they are actually traveling on. The team's paper, titled “From slow motion to ridiculous speeds: Comfortable manipulation of in-vehicle linear VR motion perception through vehicle translational gain and damping,” will be presented at the Association for Computing Machinery CHI Conference on Human Factors. in May 2024 in his Systems of Computing.
Their results show that by controlling a traveler's speed perception in virtual reality, they can reduce the likelihood of motion sickness while making games more exciting or helping them concentrate on tasks such as reading or working. This suggests that we can provide an experience that is possible.
Motion sickness is caused by a mismatch between the physical movement sensed by a person's vestibular system and what's in front of them. If the sensation of movement does not match the perception of movement, some people can feel sick quickly.
Some VR systems currently on the market promise to reduce or eliminate motion sickness while traveling by matching the physical movement of the vehicle with the movement perceived within the headset. . For example, converting a real-world turn into the same direction virtually, and spacing.
The team set out to establish whether further manipulation of VR users' impressions of movement could provide an enjoyable virtual experience without making them feel uncomfortable. The research results are scheduled to be presented as a paper at an international conference next month.
The result of their research is the first travel-focused system built on the established VR principles of translation gain and attenuation, which enhances virtual perception in a way that real-world motion is not one-to-one. will be converted to One equivalence.
Translational gain can convert a half-meter step in a user's living room into a five-meter movement in virtual space, typically without causing motion sickness. In translational damping, the process works in the opposite direction, reducing large real-world movements to small virtual movements.
Dr Graham Wilson from the School of Computing Science at the University of Glasgow is one of the paper's lead authors. “While VR technology is gaining widespread acceptance and adoption for use in entertainment and productivity applications, it can still cause some people to feel unwell, especially in vehicles,” he said.
“While accurately mapping real-world movement to virtual movement is effective in reducing sick feelings, it limits the kind of experience users can have and the range of emotions that experience can generate. Movement-based games can look exciting if you're constantly stopping and starting at traffic lights. It becomes difficult to concentrate on writing an email.
“Transformation gain and attenuation have a lot of potential to further expand the scope of VR experiences during travel. In this study, we explore how that potential is realized in real-world situations. I started on that.”
In the first phase of the study, 17 study participants wearing VR headsets drove along a 2km stretch of road in the west end of Glasgow at speeds of around 50km/h, similar to a typical urban journey. experience. Inside the headset, you'll see text overlaid on a virtual street that you'll be asked to read as you navigate the real street, followed by multiple-choice questions based on that content. .
Their perceived speed was set to match the vehicle's movement and gradually became faster and slower during the 3-hour session. In a study called Faster than Reality, virtual speeds were accelerated from 72km/h to 338km/h over four sections. This is 7 times faster than him in the real world. In the slower-than-real-world speed study, they slowed down from 32 km/h to 7 km/h to move through a virtual city. This is only 14 percent of the actual speed.
“Participants reported that the accelerated section of the study felt less discomfort than the speed-matched section,” said Dr. Katarina Pohlmann of the KITE Institute in Canada, the paper's other lead author. When they realized they were going faster, they didn't find the task more difficult.
“They reported feeling more motion sickness on sections slower than their actual speed, but they also reported feeling safer, more relaxed, and more focused than when they matched their speed or accelerated. ”
In the second stage, we were given a game where we had to fly through the trenches of a space station and shoot at enemy ships coming towards us. In-game speeds have been set to match real-world speeds for some time. Then, every 300 meters, it varied between faster and slower perceived motion, from 14% to 950% of real-world speed. The research team called this “ridiculous speed.”
Dr. Pohlman added, “Participants said they enjoyed the 'ridiculous speed' section of the study the most, which helped increase the excitement and intensity of the action without making them feel sick.” That's what he felt. However, switching the perceived speed reduced the enjoyment of the game.
“In both sections of the study, participants said that their perception of how far they traveled in real life was influenced by how fast or slow they moved in VR.”
The team's paper includes a set of recommendations to help drive future developments in applying conversion gain and attenuation to traveler VR experiences.
These insights include that faster virtual speeds feel more enjoyable while gaming, while slower virtual experiences are more relaxing and suitable for productivity applications. The researchers suggest that changes in perceived speed should be applied when the vehicle is stationary rather than moving.
Professor Stephen Brewster heads the Multimodal Interaction Group at the University of Glasgow and is a co-author of this paper. “This study shows that compared to a system that matches real-world motion to virtual world motion, it can significantly change passengers' perception of speed without making them feel bad, and it also improves perceived speed,” he said. “This is the first time we have shown that the speed at which a person is exposed can induce arousal or arousal.” Mitigation in a way that is not possible with the current system.
“There are limitations to the study. For example, our study route was not complex and was intentionally straight. However, this was designed to provide an additional sense of immersion for travelers while managing motion sickness. This is an important first step in learning how virtual experiences can be manipulated.” ”
For more information:
Pohlmann and Wilson et al. From slow motion to incredible speed: comfortably manipulate the perception of linear motion in in-vehicle VR through the vehicle's translational gain and damping. viajero-project.org/wp-content … _ludicrous_speed.pdf