A cybersickness review: causes, strategies, and classification methods

Detalhes bibliográficos
Autor(a) principal: Porcino, Thiago
Data de Publicação: 2021
Outros Autores: Trevisan, Daniela, Clua, Esteban
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/2058
Resumo: Virtual reality (VR) and head-­mounted displays are continually 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 research. In this work we first present a review of the literature on theories of discomfort manifestations usually attributed to virtual reality environments. Following, we reviewed existing strategies aimed at minimizing CS problems and discussed how the CS measurement has been conducted based on subjective, bio­signal (or objective), and users profile data. We also describe and discuss related works that are aiming to mitigate cybersickness problems using deep and symbolic machine learning approaches. Although some works used methods to make deep learning explainable, they are not strongly affirmed by literature. For this reason in this work we argue that symbolic classifiers can be a good way to identify CS causes, once they possibilities human-­readability which is crucial for analyze the machine learning decision paths. In summary, from a total of 157 observed studies, 24 were excluded. Moreover, we believe that this work facilitates researchers to identify the leading causes for most discomfort situations in virtual reality environments, associate the most recommended strategies to minimize such discomfort, and explore different ways to conduct experiments involving machine learning to overcome cybersickness.
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spelling A cybersickness review: causes, strategies, and classification methodsvirtual realityhead-mounted displayscybersicknesscausesstrategiesmachine learningVirtual reality (VR) and head-­mounted displays are continually 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 research. In this work we first present a review of the literature on theories of discomfort manifestations usually attributed to virtual reality environments. Following, we reviewed existing strategies aimed at minimizing CS problems and discussed how the CS measurement has been conducted based on subjective, bio­signal (or objective), and users profile data. We also describe and discuss related works that are aiming to mitigate cybersickness problems using deep and symbolic machine learning approaches. Although some works used methods to make deep learning explainable, they are not strongly affirmed by literature. For this reason in this work we argue that symbolic classifiers can be a good way to identify CS causes, once they possibilities human-­readability which is crucial for analyze the machine learning decision paths. In summary, from a total of 157 observed studies, 24 were excluded. Moreover, we believe that this work facilitates researchers to identify the leading causes for most discomfort situations in virtual reality environments, associate the most recommended strategies to minimize such discomfort, and explore different ways to conduct experiments involving machine learning to overcome cybersickness.Brazilian Computer Society2021-11-26info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/205810.5753/jis.2021.2058Journal of Interactive Systems; v. 12 n. 1 (2021); 269-282Journal on Interactive Systems; Vol. 12 No. 1 (2021); 269-2822763-771910.5753/jis.2021reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/2058/1875Copyright (c) 2021 Thiago Porcino, Daniela Trevisan, Esteban Cluahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessPorcino, ThiagoTrevisan, DanielaClua, Esteban2023-10-12T20:48:07Zoai:ojs2.sol.sbc.org.br:article/2058Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:48:07Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv A cybersickness review: causes, strategies, and classification methods
title A cybersickness review: causes, strategies, and classification methods
spellingShingle A cybersickness review: causes, strategies, and classification methods
Porcino, Thiago
virtual reality
head-mounted displays
cybersickness
causes
strategies
machine learning
title_short A cybersickness review: causes, strategies, and classification methods
title_full A cybersickness review: causes, strategies, and classification methods
title_fullStr A cybersickness review: causes, strategies, and classification methods
title_full_unstemmed A cybersickness review: causes, strategies, and classification methods
title_sort A cybersickness review: causes, strategies, and classification methods
author Porcino, Thiago
author_facet Porcino, Thiago
Trevisan, Daniela
Clua, Esteban
author_role author
author2 Trevisan, Daniela
Clua, Esteban
author2_role author
author
dc.contributor.author.fl_str_mv Porcino, Thiago
Trevisan, Daniela
Clua, Esteban
dc.subject.por.fl_str_mv virtual reality
head-mounted displays
cybersickness
causes
strategies
machine learning
topic virtual reality
head-mounted displays
cybersickness
causes
strategies
machine learning
description Virtual reality (VR) and head-­mounted displays are continually 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 research. In this work we first present a review of the literature on theories of discomfort manifestations usually attributed to virtual reality environments. Following, we reviewed existing strategies aimed at minimizing CS problems and discussed how the CS measurement has been conducted based on subjective, bio­signal (or objective), and users profile data. We also describe and discuss related works that are aiming to mitigate cybersickness problems using deep and symbolic machine learning approaches. Although some works used methods to make deep learning explainable, they are not strongly affirmed by literature. For this reason in this work we argue that symbolic classifiers can be a good way to identify CS causes, once they possibilities human-­readability which is crucial for analyze the machine learning decision paths. In summary, from a total of 157 observed studies, 24 were excluded. Moreover, we believe that this work facilitates researchers to identify the leading causes for most discomfort situations in virtual reality environments, associate the most recommended strategies to minimize such discomfort, and explore different ways to conduct experiments involving machine learning to overcome cybersickness.
publishDate 2021
dc.date.none.fl_str_mv 2021-11-26
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/2058
10.5753/jis.2021.2058
url https://sol.sbc.org.br/journals/index.php/jis/article/view/2058
identifier_str_mv 10.5753/jis.2021.2058
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/2058/1875
dc.rights.driver.fl_str_mv Copyright (c) 2021 Thiago Porcino, Daniela Trevisan, Esteban Clua
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Thiago Porcino, Daniela Trevisan, Esteban Clua
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 12 n. 1 (2021); 269-282
Journal on Interactive Systems; Vol. 12 No. 1 (2021); 269-282
2763-7719
10.5753/jis.2021
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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