The relationship between cybersickness and eye-activity in response to varying speed, scene complexity and stereoscopic VR parameters


Ozkan A., ÇELİKCAN U.

International Journal of Human Computer Studies, vol.176, 2023 (SCI-Expanded) identifier

  • Publication Type: Article / Article
  • Volume: 176
  • Publication Date: 2023
  • Doi Number: 10.1016/j.ijhcs.2023.103039
  • Journal Name: International Journal of Human Computer Studies
  • Journal Indexes: Science Citation Index Expanded (SCI-EXPANDED), Social Sciences Citation Index (SSCI), Scopus, Academic Search Premier, PASCAL, Applied Science & Technology Source, Compendex, Computer & Applied Sciences, INSPEC, Library, Information Science & Technology Abstracts (LISTA), Psycinfo, zbMATH
  • Keywords: Cybersickness, Eye-activity, Virtual reality
  • Hacettepe University Affiliated: Yes

Abstract

Eye trackers are non-invasive devices that can be integrated into VR head-mounted displays and the data they seamlessly provide can be instrumental in mitigating cybersickness. However, the connection of eye-activity to cybersickness has not been studied in a broad sense, where the effects of different VR content factors causing cybersickness are examined together. Addressing this gap, we present an extensive investigation of the relationship between eye-activity and cybersickness in response to three major cybersickness factors – navigation speed, scene complexity and stereoscopic rendering – simulated in varied severity. Our findings reveal multiple links between several eye-activity features and user-reported discomfort reports, the most significant of which are associated with speed levels, highlighting the relationship between feeling of vection and eye-activity. The evaluation also established significant differences in eye-activity response with different stimulus types and time spent in VR, suggesting an accumulation effect. Furthermore, the regression analysis hints that blink frequency can be utilized as a significant predictor of cybersickness, regardless of time spent in VR.