I designed human factor
When walking in VR environments, the disparity in apparent motion between two of the sensory systems, the visual and the vestibular stimuli, is called sensory conflict, which induces VR sickness.
Our goal is to look for a method that can be easily integrated into HMD to reduces VR sickness and enhance the walking realism.
To solve the VR sickness, several methods were proposed, and we divide them into 3 groups.
Our design strategy for recoupling visuo-vestibular perception was inspired by the walking experience in real life. When we walk, we observed that the vibration caused by stepping on the ground can not only be felt by foot but also be passed to cervical spine and up to the head, where the visual and vestibular receptors are located. To generate the illusion of a foot-step vibration, we designed a head-mounted device to provide haptic feedback cues that would be synchronized with footsteps of the avatar.
Due to varying head sizes among users wearing the VR system’s head-mounted display (HMD), I attached Velcro strips onto a headband that can be adjusted for individual fit and achieve flexible positioning from our prototype’s haptic vibrations. On the outer rim of the headband, I added a plastic strip layer and sewed together an array of cells of fixed lengths of 15 mm. Each cell has an opening on the top of the headband, which provides an enclosure for easy installation of the vibration motors. For vibrations, we used Parallax servos—12 mm coin-style, 3.3 V/90 mA, freq=9000 rpm—that operate at 150 Hz.
To evaluate how the visual, auditory, and tactile feedback affected the VR walking experiences, we conducted a 240-person study to compare 4 vibrotactile designs with 3 audio-visual conditions and a tactile condition. The 8 conditions are as follows:
For our study’s measurements, we conducted three different questionnaires throughout the experiment.
WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism while Walking in VR using Unobtrusive Head-mounted Vibrotactile Feedback
In Proceedings of
To understand the relationship between VR sickness and the user's eye-movement behavior in the virtual environment, I developed an eye-tracking system in Unity including data recording, analysis, and visualization.
Eye Tracking Tool: Htc Vive Pro Eye
The eye position document and data recording format.