Consumer research design
We introduce a complete protocol centered on key VST use instances to holistically assess visually-induced discomfort and cybersickness in VST HMDs. We then use this to check our GAP algorithm to DP.
To realize reproducibility, repeatability, and real-life relevance, we started with duties recognized within the literature, examined them in a pilot research, and iteratively refined the duty nature and period based mostly on participant suggestions. A complete of 25 consenting individuals with regular or corrected-to-normal imaginative and prescient accomplished the duties for the research. Every participant skilled all circumstances together with NV, DP, and GAP, permitting for a direct comparability of every participant’s expertise.
We devised our protocol focusing completely on passthrough-based real-world interactions and ensured no digital components have been seen to individuals. The duties have been impressed from basic real-world XR functions similar to working with laptops for productiveness, navigation within the bodily world, and interplay with real-world objects. They emphasised person head movement whereas necessitating inspection and spatial consciousness of the bodily world. Particularly:
- Typing: This process was chosen to replicate rising functions in productiveness and to successfully have interaction each visible and motor elements. Members typed on a bodily Dvorak keyboard, chosen as a result of it required frequent gaze shifts between the keyboard and a laptop computer display.
- Navigation: The sensible and holistic use of a VST HMD entails navigating bodily areas, avoiding obstacles, and interacting with real-world objects. We designed a navigation process the place individuals collected and dropped off 10 numbered cones, one after the other, into a chosen drop zone. This process emphasised geometry notion and required multi-directional actions.
- Interplay: This process was designed to simulate widespread meeting duties requiring each motor and cognitive abilities. Members assembled giant 24-piece jigsaw puzzles by retrieving and dealing on just one batch of 8 puzzle items at a time inside an oblong body marked on the desk. The big puzzle measurement was chosen to accommodate head movement which is commonly related to movement illness.
To measure cybersickness, we used the Simulator Illness Questionnaire (SSQ), which categorizes signs alongside 4 subscales: nausea, disorientation, oculomotor, and complete severity. Members stuffed out the SSQ earlier than and after every process to isolate the cybersickness skilled in every mode. Along with the SSQ, individuals rated their common discomfort on a scale of 0 to 10 after finishing every process. Lastly, individuals supplied qualitative suggestions on their experiences on the finish of every process.