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Effect of latency on simulator sickness in smartphone virtual reality
Journal of the Society for Information Display ( IF 2.3 ) Pub Date : 2021-04-12 , DOI: 10.1002/jsid.999
Ivana Tošić 1 , David Hoffman 1 , Nikhil Balram 1
Affiliation  

Virtual reality (VR) technologies have experienced rapid development in recent years, leading to low-cost consumer smartphone VR systems (with 3DoF tracking). One issue with the smartphone VR systems, which rely on existing generic displays, is simulator sickness, which arises due to factors that induce sensory conflicts, especially related to visual–vestibular conflict. Display update latency with respect to head position is one of the most widely implicated factors for simulator sickness. However, studies of the effects of latency on simulator sickness have given inconsistent results. Moreover, these studies were done on systems with latencies much higher than current smartphone VR systems. Therefore, it is hard to generalize those results to today's VR systems. To address this, we present in this paper a study on the effect of latency on simulator sickness for latency levels around 20 ms. We present a systematic evaluation of simulator sickness in smartphone VR, testing for a difference between conditions with latencies of 18 and 28 ms, on a task of natural game playing in smartphone VR. We noted differences between individuals in their reported simulator sickness for the two latency conditions but no sample-wide significant difference.

中文翻译:

智能手机虚拟现实中延迟对模拟器病的影响

近年来,虚拟现实 (VR) 技术经历了快速发展,催生了低成本消费类智能手机 VR 系统(具有 3DoF 跟踪功能)。依赖于现有通用显示器的智能手机 VR 系统的一个问题是模拟器病,这是由于诱发感官冲突的因素引起的,尤其是与视觉-前庭冲突相关的因素。与头部位置相关的显示更新延迟是导致模拟器不适的最广泛的影响因素之一。然而,延迟对模拟器病的影响的研究给出了不一致的结果。此外,这些研究是在延迟远高于当前智能手​​机 VR 系统的系统上进行的。因此,很难将这些结果推广到当今的 VR 系统。为了解决这个问题,我们在本文中介绍了延迟对模拟器疾病影响的研究,延迟水平约为 20 毫秒。我们对智能手机 VR 中的模拟器疾病进行了系统评估,测试了 18 毫秒和 28 毫秒延迟条件之间的差异,以完成智能手机 VR 中的自然游戏任务。我们注意到在两种潜伏期条件下,个体报告的模拟器疾病之间存在差异,但在样本范围内没有显着差异。
更新日期:2021-04-12
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