Browse > Article
http://dx.doi.org/10.3837/tiis.2022.07.010

A study on presence quality and cybersickness in 2D, smartphone, and VR  

Saeed, Saleh (Department of Computer Science and Engineering, Sogang University)
Park, Unsang (Department of Computer Science and Engineering, Sogang University)
Publication Information
KSII Transactions on Internet and Information Systems (TIIS) / v.16, no.7, 2022 , pp. 2305-2327 More about this Journal
Abstract
Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.
Keywords
Cybersickness; Immersion; Perception; Presence; Virtual Reality;
Citations & Related Records
연도 인용수 순위
  • Reference
1 R. A. Rolin, J. Fooken, M. Spering, and D. Pai, "Perception of Looming Motion in Virtual Reality Egocentric Interception Tasks," IEEE Trans. Vis. Comput. Graphics, vol. 25, no. 10, pp. 3042-3048, 2019.   DOI
2 T. Rhee, S. Thompson, D. Medeiros, R. dos-Anjos, and A. Chalmers, "Augmented Virtual Teleportation for High-Fidelity Telecollaboration," IEEE Trans. Vis. Comput. Graphics, vol. 26, no. 5, pp. 1923-1933, 2020.   DOI
3 W. Jiang, and J. Gu, "Video stitching with spatial-temporal content-preserving warping," in Proc. of IEEE Conf. Comput. Vis. Recognit. Workshop, pp. 42-48, Boston, MA, USA, 2015.
4 Y. Nie, T. Su, Z. Zhang, H. Sun, and G. Li, "Dynamic video stitching via shakiness removing," IEEE Trans. Image Process., vol. 27, no. 1, pp. 164-178, 2018.   DOI
5 M. U. Kakli, Y. Cho, and J. Seo, "Minimization of parallax artifacts in video stitching for moving foregrounds," IEEE Access, vol. 6, pp. 57763-57777, 2018.   DOI
6 T. Bertel, N. D. Campbell, and C. Richardt, "MegaParallax: Casual 360 Panoramas with Motion Parallax," IEEE Trans. Vis. Comput. Graphics, vol. 25, no. 5, pp. 1828-1835, 2019.   DOI
7 S. Kim, S. Lee, and Y. M. Ro, "Estimating VR Sickness Caused By Camera Shake in VR Videography," in Proc. of IEEE International Conf. Image Proc. (ICIP), pp. 3433-3437, Abu Dhabi, UAE, 25-28 October 2020.
8 J. Jo, J. Seo, and J. D. Fekete, "Panene: A progressive algorithm for indexing and querying approximate k-nearest neighbors," IEEE Trans. Vis. Comput. Graphics, vol. 26, no. 2, pp. 1347-1360, 2020.   DOI
9 F. Hofmeyer, S. Fremerey, T. Cohrs, and A. Raake, "Impacts of internal HMD playback processing on subjective quality perception," in Proc. of IS&T Int'l. Symp. on Electronic Imaging: Human Vision and Electronic Imaging, pp. 219-1-219-7, 2019.
10 E. Majed, H. J. Zepernick, Y. Hu, T. M. C. Chu, and V. Sundstedt, "Evaluation of Simulator Sickness for 360° Videos on an HMD Subject to Participants' Experience with Virtual Reality," in Proc. of IEEE Conf. Virtual Reality 3D User Interfaces Abstracts and Workshops (VRW), pp. 477-484, Atlanta, GA, USA, 22-26 March 2020.
11 S. Ashutosh, S. Fremerey, W. Robitza, and A. Raake, "Measuring and comparing QoE and simulator sickness of omnidirectional videos in different head mounted displays," in Proc. of 9th International Conf. Quality Multimedia Experience (QoMEX), pp. 1-6, Erfurt, Germany, 31May-2June 2017.
12 M. S. Anwar, J. Wang, S. Ahmad, A. Ullah, W. Khan, and Z. Fei, "Evaluating the Factors Affecting QoE of 360-Degree Videos and Cybersickness Levels Predictions in Virtual Reality," Electron., vol. 9, no. 9, pp. 1530, 2020.   DOI
13 M. Lieze, V. C. Jelle, B. Deforche, V. D. W. Nico, M. Mario, and D. V. Dyck, "Using virtual reality to investigate physical environmental factors related to cycling in older adults: A comparison between two methodologies," J. Transp. Health, vol. 19, pp. 100921, 2020.   DOI
14 J. J. Cummings, and J. N. Bailenson, "How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence," Media Psychol., vol. 19, no. 2, pp. 272-309, 2016.   DOI
15 I. Cortes-Perez, F. A. Nieto-Escamez, and E. Obrero-Gaitan, "Immersive Virtual Reality in Stroke Patients as a New Approach for Reducing Postural Disabilities and Falls Risk: A Case Series," Brain Sci., vol. 10, no. 5, pp. 296, 2020.   DOI
16 J. Ratcliff, A. Supikov, S. Alfaro, and R. Azuma, "ThinVR: Heterogeneous microlens arrays for compact, 180 degree FOV VR near-eye displays," IEEE Trans. Vis. Comput. Graphics, vol. 26, no. 5, pp. 1981-1990, 2020.   DOI
17 Y. Ryan, C. Khoo-Lattimore, and L. E. Potter, "Virtual reality and tourism marketing: Conceptualizing a framework on presence, emotion, and intention," Curr. Issues Tour., vol. 24, no. 11, pp. 1505-1525, 2021.   DOI
18 T. Schubert, F. Friedmann, and H. Regenbrecht, "The experience of presence: Factor analytic insights," Presence Teleoperators Virtual Environ., vol. 10, no. 3, pp. 266-281, 2001.   DOI
19 B. Kjell, E. Dima, T. Qureshi, M. Johanson, M. Andersson, and M. Sjostrom, "Latency impact on Quality of Experience in a virtual reality simulator for remote control of machines," Signal Process.: Image Commun., vol. 89, pp. 116005, 2020.   DOI
20 N. Zhu, "Simulation analysis of spherical panoramic mosaic," Signal Process., vol. 158, pp. 190-200, 2019.   DOI
21 C. Kanzow, N. Yamashita, and M. Fukushima, "Levenberg-marquardt methods with strong local convergence properties for solving nonlinear equations with convex constraints," J. Comput. Appl. Math., vol. 173, no. 2, pp. 321-343, 2005.   DOI
22 W. Cheng, K. Chen, W. Lin, M. Goesele, X. Zhang, and Y. Zhang, "A Two-stage Outlier Filtering Framework for City-Scale Localization using 3D SfM Point Clouds," IEEE Trans. Image Process., vol. 28, no. 10, pp. 4857-4869, 2019.   DOI
23 M. Brown, and D. G. Lowe, "Automatic panoramic image stitching using invariant features," Int. J. Comput. Vis., vol. 74, no. 1, pp. 59-73, 2007.   DOI
24 PTGui. [Online]. Available: https://www.ptgui.com/ (accessed on 08 June 2022).
25 J. Kang, J. Kim, I. Lee, and K. Kim, "Minimum error seam-based efficient panorama video stitching method robust to parallax," IEEE Access, vol. 7, pp. 167127-167140, 2019.   DOI
26 Hugin-Panorama photo stitcher. [Online]. Available: http://hugin.sourceforge.net/ (accessed on 08 June 2022).
27 J. Cubelos, P. C. Lopez, J. Gutierrez, and N. Garcia, "QoE analysis of dense multiview video with head-mounted devices," IEEE Trans. Multimedia, vol. 22, no. 1, pp. 69-81, 2020.   DOI
28 B. S. Kim, K. A. Choi, W. J. Park, S. W. Kim, S. J. Ko, "Content-preserving video stitching method for multi-camera systems," IEEE Trans. Consum. Electron., vol. 63, no. 2, pp. 109-116, 2017.   DOI
29 I. Valori, R. Bayramova, P. E. McKenna-Plumley, and T. Farroni, "Sensorimotor Research Utilising Immersive Virtual Reality: A Pilot Study with Children and Adults with Autism Spectrum Disorders," Brain Sci., vol. 10, no. 5, pp. 259, 2020.   DOI
30 M. G. Maggio, A. Naro, G. L. Rosa, A. Cambria, P. Lauria, L. Billeri, D. Latella, A. Manuli, and R. S. Calabro, "Virtual Reality Based Cognitive Rehabilitation in Minimally Conscious State: A Case Report with EEG Findings and Systematic Literature Review," Brain Sci., vol. 10, no. 7, pp. 414, 2020.   DOI
31 S. Thorp, A. S. Ree, and S. Grassini, "Temporal Development of Sense of Presence and Cybersickness during an Immersive VR Experience," Multimodal Technol. Interact., vol. 6, no. 5, pp. 31, 2022.   DOI
32 S. Palmisano, and R. Constable, "Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific," Virtual Reality, pp. 1-17, 2022.
33 T. Chen, L. Xu, X. Xu, and K. Zhu. "Gestonhmd: Enabling gesture-based interaction on low-cost vr head-mounted display," IEEE Trans. Vis. Comput. Graphics, vol. 27, no. 5, pp. 2597-2607, 2021.   DOI
34 S. Weech, S. Kenny, and M. B. Cowan, "Presence and cybersickness in virtual reality are negatively related: a review," Front. Psychol., vol. 10, pp.158, 2019.   DOI
35 S. Martirosov, M. Bures, and T. Zitka, "Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality," Virtual Reality, vol. 26, no. 1, pp. 15-32, 2022.   DOI
36 J. Teixeira, and S. Palmisano, "Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality," Virtual Reality, vol. 25, no. 2, pp. 433-445, 2021.   DOI
37 M. Slater, and S. Wilbur, "A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments," Presence: Teleoperators Virtual Environ., vol. 6, no. 6, pp. 603-616, 1997.   DOI
38 M. Magalhaes, M. Melo, M. Bessa, and A. F. Coelho, "The Relationship Between Cybersickness, Sense of Presence, and the Users' Expectancy and Perceived Similarity Between Virtual and Real Places," IEEE Access, vol. 9, pp. 79685-79694, 2021.   DOI
39 G. Gregor, H. Lu, and J. Guna, "Effect of VR technology matureness on VR sickness," Multimedia Tools Appl., vol. 79, no. 21, pp. 14491-14507, 2020.   DOI
40 R. S. Kennedy, N. E. Lane, S. Kevin, and M. G. Lilienthal, "Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness," Int. J. Aviat. Psychol., vol. 3, no. 3, pp. 203-220, 1993.   DOI
41 B. Kjell, M. Sjostrom, M. Imran, M. Pettersson, and M. Johanson, "Quality of experience for a virtual reality simulator," in Proc. of IS&T Int'l. Symp. on Electronic Imaging: Human Vision and Electronic Imaging, pp. 1-9, 2018.
42 S. Saeed, R. Hafiz, A. Rasul, M. M. Khan, Y. Cho, U. Park, and J. Cha, "A unified panoramic stitching and multi-projector rendering scheme for immersive panoramic displays," Disp., vol. 40, pp. 78-87, 2015.   DOI
43 P. F. McLauchlan, and A. Jaenicke, "Image mosaicing using sequential bundle adjustment," Image Vis. comput., vol. 20, no. 9-10, pp. 751-759, 2002.   DOI
44 D. G. Lowe, "Distinctive image features from scale-invariant keypoints," Int. J. Comput. Vis., vol. 60, no. 2, pp. 91-110, 2004.   DOI
45 Y. Cho, D. Kim, S. Saeed, M. U. Kakli, S. H. Jung, J. Seo, and U. Park, "Keypoint Detection Using Higher Order Laplacian of Gaussian," IEEE Access, vol. 8, pp. 10416-10425, 2020.   DOI
46 S. Saeed, M. U. Kakli, Y. Cho, J. Seo, and U. Park, "A High-Quality VR Calibration and Real-Time Stitching Framework Using Preprocessed Features," IEEE Access, vol. 8, pp. 190300-190311, 2020.   DOI
47 R. S. Calabro, and A. Naro, "Understanding Social Cognition Using Virtual Reality: Are We still Nibbling around the Edges?," Brain Sci., vol. 10, no. 1, pp. 17, 2020.
48 J. Freeman, J. Lessiter, K. Pugh, and E. Keogh, "When presence and emotion are related, and when they are not," in Proc. of 8th International Workshop Presence (PRESENCE), pp. 213-219, London, UK, 21-23 September 2005.
49 K. W. Park, Y. J. Shim, M. J. Lee, and H. Ahn, "Multi-Frame Based Homography Estimation for Video Stitching in Static Camera Environments," Sensors, vol. 20, no. 1, pp. 92, 2020.   DOI
50 G. Makransky, T. S. Terkildsen, and R. E. Mayer, "Adding immersive virtual reality to a science lab simulation causes more presence but less learning," Learn. Instr., vol. 60, pp. 225-236, 2019.   DOI
51 R. Szeliski, "Image alignment and stitching: A tutorial," Found. Trends Comput. Graph. Vis., vol. 2, no. 1, pp. 1-104, 2007.   DOI