ANALYZING VIRTUAL REALITY SICKNESS

ANALYZING VIRTUAL REALITY SICKNESS

As virtual reality(VR) is increasingly being integrated into healthcare industry, simulation sickness becomes a major concern. Through this project we aimed to identify possible biomarkers and/or behaviors to detect symptoms of simulation sickess beforehand.

We also wanted to identify which VR experiences caused more discomfort and why. Our research showed that blurry vision and laggy control caused people the most discomfort. The heart rate data showed the most promise for identifying symptoms of simulation sickness.

As virtual reality(VR) is increasingly being integrated into healthcare industry, simulation sickness becomes a major concern. Through this project we aimed to identify possible biomarkers and/or behaviors to detect symptoms of simulation sickess beforehand.

We also wanted to identify which VR experiences caused more discomfort and why. Our research showed that blurry vision and laggy control caused people the most discomfort. The heart rate data showed the most promise for identifying symptoms of simulation sickness.

As virtual reality(VR) is increasingly being integrated into healthcare industry, simulation sickness becomes a major concern. Through this project we aimed to identify possible biomarkers and/or behaviors to detect symptoms of simulation sickess beforehand.

We also wanted to identify which VR experiences caused more discomfort and why. Our research showed that blurry vision and laggy control caused people the most discomfort. The heart rate data showed the most promise for identifying symptoms of simulation sickness.

As virtual reality(VR) is increasingly being integrated into healthcare industry, simulation sickness becomes a major concern. Through this project we aimed to identify possible biomarkers and/or behaviors to detect symptoms of simulation sickess beforehand.

We also wanted to identify which VR experiences caused more discomfort and why. Our research showed that blurry vision and laggy control caused people the most discomfort. The heart rate data showed the most promise for identifying symptoms of simulation sickness.

As virtual reality(VR) is increasingly being integrated into healthcare industry, simulation sickness becomes a major concern. Through this project we aimed to identify possible biomarkers and/or behaviors to detect symptoms of simulation sickess beforehand.

We also wanted to identify which VR experiences caused more discomfort and why. Our research showed that blurry vision and laggy control caused people the most discomfort. The heart rate data showed the most promise for identifying symptoms of simulation sickness.

A participant going through one of the VR experiences. (Unmute for a surprise.)

THE PROJECT

THE PROJECT

Virtual Reality (VR) is increasingly being integrated into the healthcare industry. It is used to distract patients while undergoing painful procedures, overcome traumatic experiences and doctors with diagnosis and surgical preparation. Simulation sickness in any of these cases could lead to an adverse effect for the patient.
Currently VR sickness is only self reported by the individual on completion of the experience or if they end their VR experience early. This study’s purpose was to determine how to detect simulation sickness using biological markers (heart rate and galvanic skin response (GSR) sensor data) in order to create potential guidelines for developers’ to use while developing medical VR products.

Virtual Reality (VR) is increasingly being integrated into the healthcare industry. It is used to distract patients while undergoing painful procedures, overcome traumatic experiences and doctors with diagnosis and surgical preparation. Simulation sickness in any of these cases could lead to an adverse effect for the patient.
Currently VR sickness is only self reported by the individual on completion of the experience or if they end their VR experience early. This study’s purpose was to determine how to detect simulation sickness using biological markers (heart rate and galvanic skin response (GSR) sensor data) in order to create potential guidelines for developers’ to use while developing medical VR products.

Virtual Reality (VR) is increasingly being integrated into the healthcare industry. It is used to distract patients while undergoing painful procedures, overcome traumatic experiences and doctors with diagnosis and surgical preparation. Simulation sickness in any of these cases could lead to an adverse effect for the patient.
Currently VR sickness is only self reported by the individual on completion of the experience or if they end their VR experience early. This study’s purpose was to determine how to detect simulation sickness using biological markers (heart rate and galvanic skin response (GSR) sensor data) in order to create potential guidelines for developers’ to use while developing medical VR products.

Virtual Reality (VR) is increasingly being integrated into the healthcare industry. It is used to distract patients while undergoing painful procedures, overcome traumatic experiences and doctors with diagnosis and surgical preparation. Simulation sickness in any of these cases could lead to an adverse effect for the patient.
Currently VR sickness is only self reported by the individual on completion of the experience or if they end their VR experience early. This study’s purpose was to determine how to detect simulation sickness using biological markers (heart rate and galvanic skin response (GSR) sensor data) in order to create potential guidelines for developers’ to use while developing medical VR products.

Virtual Reality (VR) is increasingly being integrated into the healthcare industry. It is used to distract patients while undergoing painful procedures, overcome traumatic experiences and doctors with diagnosis and surgical preparation. Simulation sickness in any of these cases could lead to an adverse effect for the patient.
Currently VR sickness is only self reported by the individual on completion of the experience or if they end their VR experience early. This study’s purpose was to determine how to detect simulation sickness using biological markers (heart rate and galvanic skin response (GSR) sensor data) in order to create potential guidelines for developers’ to use while developing medical VR products.

Role Moderator
Client Usability Testing Project, University of Maryland
Duration 4 months
User People who experience simulation sickness
Tools Steam, Oculus Home, Box Capture, OBS Studio, E4 Realtime app

Role Moderator
Client Usability Testing Project, University of Maryland
Duration 4 months
User People who experience simulation sickness
Tools Steam, Oculus Home, Box Capture, OBS Studio, E4 Realtime app

Role Moderator
Client Usability Testing Project, University of Maryland
Duration 4 months
User People who experience simulation sickness
Tools Steam, Oculus Home, Box Capture, OBS Studio, E4 Realtime app

Role Moderator
Client Usability Testing Project, University of Maryland
Duration 4 months
User People who experience simulation sickness
Tools Steam, Oculus Home, Box Capture, OBS Studio, E4 Realtime app

Detecting VR sickness sooner could help with planning how long a person should stay in VR or have the simulation respond by changing an aspect of the simulation to make it easier on the person to interact with.

Detecting VR sickness sooner could help with planning how long a person should stay in VR or have the simulation respond by changing an aspect of the simulation to make it easier on the person to interact with.

Detecting VR sickness sooner could help with planning how long a person should stay in VR or have the simulation respond by changing an aspect of the simulation to make it easier on the person to interact with.

Detecting VR sickness sooner could help with planning how long a person should stay in VR or have the simulation respond by changing an aspect of the simulation to make it easier on the person to interact with.

Detecting VR sickness sooner could help with planning how long a person should stay in VR or have the simulation respond by changing an aspect of the simulation to make it easier on the person to interact with.

OUR PROCESS

OUR PROCESS

RESEARCH - TEST - ANALYZE

RESEARCH - TEST - ANALYZE

Group 230

BACKGROUND RESEARCH

BACKGROUND RESEARCH

VIRTUAL REALITY IN HEALTHCARE

VIRTUAL REALITY IN HEALTHCARE

Understanding how VR sickness can impact its use in healthcare is important to patient safety. On the lower impact scale, VR is being integrated into various types of treatments and therapies. One such treatment type is immersion treatment. A subtype of immersion treatment is exposure therapy. On the higher impact scale, companies are developing VR HMDs and applications that can be used to assist with diagnosis and surgical preparation.

Understanding how VR sickness can impact its use in healthcare is important to patient safety. On the lower impact scale, VR is being integrated into various types of treatments and therapies. One such treatment type is immersion treatment. A subtype of immersion treatment is exposure therapy. On the higher impact scale, companies are developing VR HMDs and applications that can be used to assist with diagnosis and surgical preparation.

Understanding how VR sickness can impact its use in healthcare is important to patient safety. On the lower impact scale, VR is being integrated into various types of treatments and therapies. One such treatment type is immersion treatment. A subtype of immersion treatment is exposure therapy. On the higher impact scale, companies are developing VR HMDs and applications that can be used to assist with diagnosis and surgical preparation.

Understanding how VR sickness can impact its use in healthcare is important to patient safety. On the lower impact scale, VR is being integrated into various types of treatments and therapies. One such treatment type is immersion treatment. A subtype of immersion treatment is exposure therapy. On the higher impact scale, companies are developing VR HMDs and applications that can be used to assist with diagnosis and surgical preparation.

Understanding how VR sickness can impact its use in healthcare is important to patient safety. On the lower impact scale, VR is being integrated into various types of treatments and therapies. One such treatment type is immersion treatment. A subtype of immersion treatment is exposure therapy. On the higher impact scale, companies are developing VR HMDs and applications that can be used to assist with diagnosis and surgical preparation.

MAJOR FINDINGS

MAJOR FINDINGS

1. Distracting the user from the world around them causes their perception of pain to decrease due to their shift in mental focus.
2. A study performed on individuals with autism found that 45% remained phobia free after undergoing the VR therapy.
3. Research is being conducted on how to use VR to help diagnose diseases that affect cognition such as alzheimer’s.
4. VR can also potentially be used to assist with surgical planning by allowing a surgeon to see and map out their surgical approach.

1. Distracting the user from the world around them causes their perception of pain to decrease due to their shift in mental focus.
2. A study performed on individuals with autism found that 45% remained phobia free after undergoing the VR therapy.
3. Research is being conducted on how to use VR to help diagnose diseases that affect cognition such as alzheimer’s.
4. VR can also potentially be used to assist with surgical planning by allowing a surgeon to see and map out their surgical approach.

1. Distracting the user from the world around them causes their perception of pain to decrease due to their shift in mental focus.
2. A study performed on individuals with autism found that 45% remained phobia free after undergoing the VR therapy.
3. Research is being conducted on how to use VR to help diagnose diseases that affect cognition such as alzheimer’s.
4. VR can also potentially be used to assist with surgical planning by allowing a surgeon to see and map out their surgical approach.

1. Distracting the user from the world around them causes their perception of pain to decrease due to their shift in mental focus.
2. A study performed on individuals with autism found that 45% remained phobia free after undergoing the VR therapy.
3. Research is being conducted on how to use VR to help diagnose diseases that affect cognition such as alzheimer’s.
4. VR can also potentially be used to assist with surgical planning by allowing a surgeon to see and map out their surgical approach.

Group 214 (1)

VR is used in immersion therapy to distract patients from painful medical procedures or exposure therapy to help people get over their phobias. It may also be used my surgeons to plan surgical paths.

VR is used in immersion therapy to distract patients from painful medical procedures or exposure therapy to help people get over their phobias. It may also be used my surgeons to plan surgical paths.

VR is used in immersion therapy to distract patients from painful medical procedures or exposure therapy to help people get over their phobias. It may also be used my surgeons to plan surgical paths.

VR is used in immersion therapy to distract patients from painful medical procedures or exposure therapy to help people get over their phobias. It may also be used my surgeons to plan surgical paths.

VR is used in immersion therapy to distract patients from painful medical procedures or exposure therapy to help people get over their phobias. It may also be used my surgeons to plan surgical paths.

DESIGNING THE STUDY

DESIGNING THE STUDY

While we were not looking to make our participants sick, we did not want them to be overly comfortable and show no fluctuation in their heart rate. For this reason, none of the experiences were slow paced. The four VR experiences selected, varied in control the users had over their movement. We were limited by budget and the games' availability in Steam. 

While we were not looking to make our participants sick, we did not want them to be overly comfortable and show no fluctuation in their heart rate. For this reason, none of the experiences were slow paced. The four VR experiences selected, varied in control the users had over their movement. We were limited by budget and the games' availability in Steam. 

While we were not looking to make our participants sick, we did not want them to be overly comfortable and show no fluctuation in their heart rate. For this reason, none of the experiences were slow paced. The four VR experiences selected, varied in control the users had over their movement. We were limited by budget and the games' availability in Steam. 

While we were not looking to make our participants sick, we did not want them to be overly comfortable and show no fluctuation in their heart rate. For this reason, none of the experiences were slow paced. The four VR experiences selected, varied in control the users had over their movement. We were limited by budget and the games' availability in Steam. 

While we were not looking to make our participants sick, we did not want them to be overly comfortable and show no fluctuation in their heart rate. For this reason, none of the experiences were slow paced. The four VR experiences selected, varied in control the users had over their movement. We were limited by budget and the games' availability in Steam. 

The VR Experiences selected, varied in control users had over their movement. While we did not want to make our participants sick, we did want our experiences to cause a certain level of discomfort to trigger the biosensors.

The VR Experiences selected, varied in control users had over their movement. While we did not want to make our participants sick, we did want our experiences to cause a certain level of discomfort to trigger the biosensors.

The VR Experiences selected, varied in control users had over their movement. While we did not want to make our participants sick, we did want our experiences to cause a certain level of discomfort to trigger the biosensors.

The VR Experiences selected, varied in control users had over their movement. While we did not want to make our participants sick, we did want our experiences to cause a certain level of discomfort to trigger the biosensors.

The VR Experiences selected, varied in control users had over their movement. While we did not want to make our participants sick, we did want our experiences to cause a certain level of discomfort to trigger the biosensors.

VR ROLLER COASTER EXPERIENCE: CAVE DEPTHS

VR ROLLER COASTER EXPERIENCE: CAVE DEPTHS

In this experience, we had the participants experience a three minute roller coaster ride. The roller coaster went up a mountain and through a cave. The only interaction in the experience was when the participant had to turn their head once in the middle to decide which way the roller coaster would turn.

In this experience, we had the participants experience a three minute roller coaster ride. The roller coaster went up a mountain and through a cave. The only interaction in the experience was when the participant had to turn their head once in the middle to decide which way the roller coaster would turn.

In this experience, we had the participants experience a three minute roller coaster ride. The roller coaster went up a mountain and through a cave. The only interaction in the experience was when the participant had to turn their head once in the middle to decide which way the roller coaster would turn.

In this experience, we had the participants experience a three minute roller coaster ride. The roller coaster went up a mountain and through a cave. The only interaction in the experience was when the participant had to turn their head once in the middle to decide which way the roller coaster would turn.

In this experience, we had the participants experience a three minute roller coaster ride. The roller coaster went up a mountain and through a cave. The only interaction in the experience was when the participant had to turn their head once in the middle to decide which way the roller coaster would turn.

Slide1

AIR CAR

AIR CAR

This experience had the participants fly around a futuristic city for five minutes. Participants used the Oculus Touch Controllers to navigate the air car. We had them get familiar with the controls and then do three tasks to understand how they responded to various motions and orientations of the air car: 

1. Dive down and fly on street level.
2. Do a roll. 
3. Fly parallel along the height of a tall building.

This experience had the participants fly around a futuristic city for five minutes. Participants used the Oculus Touch Controllers to navigate the air car. We had them get familiar with the controls and then do three tasks to understand how they responded to various motions and orientations of the air car: 

1. Dive down and fly on street level.
2. Do a roll. 
3. Fly parallel along the height of a tall building.

This experience had the participants fly around a futuristic city for five minutes. Participants used the Oculus Touch Controllers to navigate the air car. We had them get familiar with the controls and then do three tasks to understand how they responded to various motions and orientations of the air car: 

1. Dive down and fly on street level.
2. Do a roll. 
3. Fly parallel along the height of a tall building.

This experience had the participants fly around a futuristic city for five minutes. Participants used the Oculus Touch Controllers to navigate the air car. We had them get familiar with the controls and then do three tasks to understand how they responded to various motions and orientations of the air car: 

1. Dive down and fly on street level.
2. Do a roll. 
3. Fly parallel along the height of a tall building.

This experience had the participants fly around a futuristic city for five minutes. Participants used the Oculus Touch Controllers to navigate the air car. We had them get familiar with the controls and then do three tasks to understand how they responded to various motions and orientations of the air car: 

1. Dive down and fly on street level.
2. Do a roll. 
3. Fly parallel along the height of a tall building.

Slide4

IN CELL

IN CELL

This was a racing game played at the cellular level. Participants had to navigate around a circular course that could loop. They controlled their pods placement on the course by moving their head from side to side. The objective of the game was to avoid obstacles and collect speed boosts and s-shaped proteins.

This was a racing game played at the cellular level. Participants had to navigate around a circular course that could loop. They controlled their pods placement on the course by moving their head from side to side. The objective of the game was to avoid obstacles and collect speed boosts and s-shaped proteins.

This was a racing game played at the cellular level. Participants had to navigate around a circular course that could loop. They controlled their pods placement on the course by moving their head from side to side. The objective of the game was to avoid obstacles and collect speed boosts and s-shaped proteins.

This was a racing game played at the cellular level. Participants had to navigate around a circular course that could loop. They controlled their pods placement on the course by moving their head from side to side. The objective of the game was to avoid obstacles and collect speed boosts and s-shaped proteins.

This was a racing game played at the cellular level. Participants had to navigate around a circular course that could loop. They controlled their pods placement on the course by moving their head from side to side. The objective of the game was to avoid obstacles and collect speed boosts and s-shaped proteins.

Slide3

VOXEL FLY

VOXEL FLY

This game is an iPhone based VR game that needs a suitable mobile-based HMD and in our case we used the Merge VR headset. The game involves flying your ship through various obstacles by moving your head from side to side and up and down.

This game is an iPhone based VR game that needs a suitable mobile-based HMD and in our case we used the Merge VR headset. The game involves flying your ship through various obstacles by moving your head from side to side and up and down.

This game is an iPhone based VR game that needs a suitable mobile-based HMD and in our case we used the Merge VR headset. The game involves flying your ship through various obstacles by moving your head from side to side and up and down.

This game is an iPhone based VR game that needs a suitable mobile-based HMD and in our case we used the Merge VR headset. The game involves flying your ship through various obstacles by moving your head from side to side and up and down.

This game is an iPhone based VR game that needs a suitable mobile-based HMD and in our case we used the Merge VR headset. The game involves flying your ship through various obstacles by moving your head from side to side and up and down.

Slide4

SURVEYS

SURVEYS

PRIOR VR-STUDY SURVEY

PRIOR VR-STUDY SURVEY

We had participants complete a background survey prior to the study in order to get more information about them such as their seizure history, ability to see with or without glasses, age, gender, and prior VR experiences. Prior history of seizures was the only serious health related question that all VR headsets list in safety use protocols as a possible use exclusion factor. All subjects that wore glasses could see without them or wore them inside the HMDs.

We had participants complete a background survey prior to the study in order to get more information about them such as their seizure history, ability to see with or without glasses, age, gender, and prior VR experiences. Prior history of seizures was the only serious health related question that all VR headsets list in safety use protocols as a possible use exclusion factor. All subjects that wore glasses could see without them or wore them inside the HMDs.

We had participants complete a background survey prior to the study in order to get more information about them such as their seizure history, ability to see with or without glasses, age, gender, and prior VR experiences. Prior history of seizures was the only serious health related question that all VR headsets list in safety use protocols as a possible use exclusion factor. All subjects that wore glasses could see without them or wore them inside the HMDs.

We had participants complete a background survey prior to the study in order to get more information about them such as their seizure history, ability to see with or without glasses, age, gender, and prior VR experiences. Prior history of seizures was the only serious health related question that all VR headsets list in safety use protocols as a possible use exclusion factor. All subjects that wore glasses could see without them or wore them inside the HMDs.

We had participants complete a background survey prior to the study in order to get more information about them such as their seizure history, ability to see with or without glasses, age, gender, and prior VR experiences. Prior history of seizures was the only serious health related question that all VR headsets list in safety use protocols as a possible use exclusion factor. All subjects that wore glasses could see without them or wore them inside the HMDs.

POST-VR EXPERIENCE SURVEYS

POST-VR EXPERIENCE SURVEYS

1. Virtual Reality Sickness Questionnairre (VRSQ)
2. NASA Task Load Indez (NASA TLX)

1. Virtual Reality Sickness Questionnairre (VRSQ)
2. NASA Task Load Indez (NASA TLX)

1. Virtual Reality Sickness Questionnairre (VRSQ)
2. NASA Task Load Indez (NASA TLX)

1. Virtual Reality Sickness Questionnairre (VRSQ)
2. NASA Task Load Indez (NASA TLX)

1. Virtual Reality Sickness Questionnairre (VRSQ)
2. NASA Task Load Indez (NASA TLX)

Group 221

We collected baseline biosensor data from the participants before starting the study. We then recorded their biosensor data while they underwent the experiences. We used surveys and the Think Aloud Protocol to gauge how they felt during the experiences.

We collected baseline biosensor data from the participants before starting the study. We then recorded their biosensor data while they underwent the experiences. We used surveys and the Think Aloud Protocol to gauge how they felt during the experiences.

We collected baseline biosensor data from the participants before starting the study. We then recorded their biosensor data while they underwent the experiences. We used surveys and the Think Aloud Protocol to gauge how they felt during the experiences.

We collected baseline biosensor data from the participants before starting the study. We then recorded their biosensor data while they underwent the experiences. We used surveys and the Think Aloud Protocol to gauge how they felt during the experiences.

We collected baseline biosensor data from the participants before starting the study. We then recorded their biosensor data while they underwent the experiences. We used surveys and the Think Aloud Protocol to gauge how they felt during the experiences.

USER TESTS

USER TESTS

Prior to starting the study, the participants filled out a screening questionnaire. Participants then underwent the four VR experiences which were presented in a random order. During the experiences, we requested the participants to use  the Think Aloud Protocol and collected their biometric data. After each experience, we asked participants to complete the VRSQ and NASA TLX surveys to gather information on their perceived physical and mental state.

Prior to starting the study, the participants filled out a screening questionnaire. Participants then underwent the four VR experiences which were presented in a random order. During the experiences, we requested the participants to use  the Think Aloud Protocol and collected their biometric data. After each experience, we asked participants to complete the VRSQ and NASA TLX surveys to gather information on their perceived physical and mental state.

Prior to starting the study, the participants filled out a screening questionnaire. Participants then underwent the four VR experiences which were presented in a random order. During the experiences, we requested the participants to use  the Think Aloud Protocol and collected their biometric data. After each experience, we asked participants to complete the VRSQ and NASA TLX surveys to gather information on their perceived physical and mental state.

Prior to starting the study, the participants filled out a screening questionnaire. Participants then underwent the four VR experiences which were presented in a random order. During the experiences, we requested the participants to use  the Think Aloud Protocol and collected their biometric data. After each experience, we asked participants to complete the VRSQ and NASA TLX surveys to gather information on their perceived physical and mental state.

Prior to starting the study, the participants filled out a screening questionnaire. Participants then underwent the four VR experiences which were presented in a random order. During the experiences, we requested the participants to use  the Think Aloud Protocol and collected their biometric data. After each experience, we asked participants to complete the VRSQ and NASA TLX surveys to gather information on their perceived physical and mental state.

“I’m getting dizzy. Okay, I'm dizzy."

“I’m getting dizzy. Okay, I'm dizzy."

Around this point in time, the subject is flying slightly sideways toward the cars flying through the city below. The user stops accelerating the ship and rotates it until it is upright again. The user’s HR can be seen decreasing shortly after they have taken the time to right their ship.

Around this point in time, the subject is flying slightly sideways toward the cars flying through the city below. The user stops accelerating the ship and rotates it until it is upright again. The user’s HR can be seen decreasing shortly after they have taken the time to right their ship.

Around this point in time, the subject is flying slightly sideways toward the cars flying through the city below. The user stops accelerating the ship and rotates it until it is upright again. The user’s HR can be seen decreasing shortly after they have taken the time to right their ship.

Around this point in time, the subject is flying slightly sideways toward the cars flying through the city below. The user stops accelerating the ship and rotates it until it is upright again. The user’s HR can be seen decreasing shortly after they have taken the time to right their ship.

Around this point in time, the subject is flying slightly sideways toward the cars flying through the city below. The user stops accelerating the ship and rotates it until it is upright again. The user’s HR can be seen decreasing shortly after they have taken the time to right their ship.

Group 3

“I can feel it in my gut.”

“I can feel it in my gut.”

At this particular moment, the user states they could feel the drop in their stomach. M1’s HR can be seen increasing during this time period in response to what they are seeing and feeling.

At this particular moment, the user states they could feel the drop in their stomach. M1’s HR can be seen increasing during this time period in response to what they are seeing and feeling.

At this particular moment, the user states they could feel the drop in their stomach. M1’s HR can be seen increasing during this time period in response to what they are seeing and feeling.

At this particular moment, the user states they could feel the drop in their stomach. M1’s HR can be seen increasing during this time period in response to what they are seeing and feeling.

At this particular moment, the user states they could feel the drop in their stomach. M1’s HR can be seen increasing during this time period in response to what they are seeing and feeling.

Group 4

“This is kinda like a roller coaster.”

“This is kinda like a roller coaster.”

In M2’s case, they had completed the roller coaster experience prior to the current experience (In-Cell). They compared the current experience to the previous one, stating that they hated roller coasters.Their HR seems to have increased in anticipation of the experience and gradually lowered over the course of the game as they gained more control.

In M2’s case, they had completed the roller coaster experience prior to the current experience (In-Cell). They compared the current experience to the previous one, stating that they hated roller coasters.Their HR seems to have increased in anticipation of the experience and gradually lowered over the course of the game as they gained more control.

In M2’s case, they had completed the roller coaster experience prior to the current experience (In-Cell). They compared the current experience to the previous one, stating that they hated roller coasters.Their HR seems to have increased in anticipation of the experience and gradually lowered over the course of the game as they gained more control.

In M2’s case, they had completed the roller coaster experience prior to the current experience (In-Cell). They compared the current experience to the previous one, stating that they hated roller coasters.Their HR seems to have increased in anticipation of the experience and gradually lowered over the course of the game as they gained more control.

In M2’s case, they had completed the roller coaster experience prior to the current experience (In-Cell). They compared the current experience to the previous one, stating that they hated roller coasters.Their HR seems to have increased in anticipation of the experience and gradually lowered over the course of the game as they gained more control.

Group 5

“Feels weird to control with my head.”

“Feels weird to control with my head.”

The games’ difficulty increased around 150 seconds into the game for M2, where the computer shoots at the user for the first time. This startles M2 and causes their HR to increase.

The games’ difficulty increased around 150 seconds into the game for M2, where the computer shoots at the user for the first time. This startles M2 and causes their HR to increase.

The games’ difficulty increased around 150 seconds into the game for M2, where the computer shoots at the user for the first time. This startles M2 and causes their HR to increase.

The games’ difficulty increased around 150 seconds into the game for M2, where the computer shoots at the user for the first time. This startles M2 and causes their HR to increase.

The games’ difficulty increased around 150 seconds into the game for M2, where the computer shoots at the user for the first time. This startles M2 and causes their HR to increase.

Group 6

The heart rate data showed promising correlations between spikes and symptoms of simulation sickness. The Galvanic Skin Response (GSR) and body temperature however, remained steady throughout the experiences. 

The heart rate data showed promising correlations between spikes and symptoms of simulation sickness. The Galvanic Skin Response (GSR) and body temperature however, remained steady throughout the experiences. 

The heart rate data showed promising correlations between spikes and symptoms of simulation sickness. The Galvanic Skin Response (GSR) and body temperature however, remained steady throughout the experiences. 

The heart rate data showed promising correlations between spikes and symptoms of simulation sickness. The Galvanic Skin Response (GSR) and body temperature however, remained steady throughout the experiences. 

The heart rate data showed promising correlations between spikes and symptoms of simulation sickness. The Galvanic Skin Response (GSR) and body temperature however, remained steady throughout the experiences. 

ANALYSIS OF DATA

ANALYSIS OF DATA

THE RAW DATA

THE RAW DATA

1. 6 hours of video footage
2. 24 VRSQ surveys
3. 18 NASA TLX surveys
4. Heart Rate Data
5. Body Temperature
6. Galvanic Skin Response Data

1. 6 hours of video footage
2. 24 VRSQ surveys
3. 18 NASA TLX surveys
4. Heart Rate Data
5. Body Temperature
6. Galvanic Skin Response Data

1. 6 hours of video footage
2. 24 VRSQ surveys
3. 18 NASA TLX surveys
4. Heart Rate Data
5. Body Temperature
6. Galvanic Skin Response Data

1. 6 hours of video footage
2. 24 VRSQ surveys
3. 18 NASA TLX surveys
4. Heart Rate Data
5. Body Temperature
6. Galvanic Skin Response Data

1. 6 hours of video footage
2. 24 VRSQ surveys
3. 18 NASA TLX surveys
4. Heart Rate Data
5. Body Temperature
6. Galvanic Skin Response Data

WHAT WORKED

WHAT WORKED

Out of the three types of data only the HR data showed any or reliable changes; body temperature remained steady throughout all the experiences and there were random, sporadic spikes in the GSR data that could not be accounted for.

Out of the three types of data only the HR data showed any or reliable changes; body temperature remained steady throughout all the experiences and there were random, sporadic spikes in the GSR data that could not be accounted for.

Out of the three types of data only the HR data showed any or reliable changes; body temperature remained steady throughout all the experiences and there were random, sporadic spikes in the GSR data that could not be accounted for.

Out of the three types of data only the HR data showed any or reliable changes; body temperature remained steady throughout all the experiences and there were random, sporadic spikes in the GSR data that could not be accounted for.

TASK LOAD INDEX DISTRIBUTION - AIR CAR

TASK LOAD INDEX DISTRIBUTION - AIR CAR

Overall females felt that Air Car was more demanding than males did. There was a wide spread among males regarding performance, effort and frustration. Females felt that they did not perform as well in the experience as the males thought they did. Females also felt they put in more effort than the males felt they did. However, the males felt more frustration with Air Car than the females did.

Overall females felt that Air Car was more demanding than males did. There was a wide spread among males regarding performance, effort and frustration. Females felt that they did not perform as well in the experience as the males thought they did. Females also felt they put in more effort than the males felt they did. However, the males felt more frustration with Air Car than the females did.

Overall females felt that Air Car was more demanding than males did. There was a wide spread among males regarding performance, effort and frustration. Females felt that they did not perform as well in the experience as the males thought they did. Females also felt they put in more effort than the males felt they did. However, the males felt more frustration with Air Car than the females did.

Overall females felt that Air Car was more demanding than males did. There was a wide spread among males regarding performance, effort and frustration. Females felt that they did not perform as well in the experience as the males thought they did. Females also felt they put in more effort than the males felt they did. However, the males felt more frustration with Air Car than the females did.

Overall females felt that Air Car was more demanding than males did. There was a wide spread among males regarding performance, effort and frustration. Females felt that they did not perform as well in the experience as the males thought they did. Females also felt they put in more effort than the males felt they did. However, the males felt more frustration with Air Car than the females did.

TLX Distribution Air Car Female vs Male

TASK LOAD INDEX DISTRIBUTION - IN CELL

TASK LOAD INDEX DISTRIBUTION - IN CELL

Females found InCell to be less mentally demanding than males did. Both groups agreed that the game was moderately physically and temporally demanding. All the females agreed that their performance was not good in this game. Males felt that they had to work hard to complete the goal of the game. Both groups appeared to feel a low amount of frustration with this game.

Females found InCell to be less mentally demanding than males did. Both groups agreed that the game was moderately physically and temporally demanding. All the females agreed that their performance was not good in this game. Males felt that they had to work hard to complete the goal of the game. Both groups appeared to feel a low amount of frustration with this game.

Females found InCell to be less mentally demanding than males did. Both groups agreed that the game was moderately physically and temporally demanding. All the females agreed that their performance was not good in this game. Males felt that they had to work hard to complete the goal of the game. Both groups appeared to feel a low amount of frustration with this game.

Females found InCell to be less mentally demanding than males did. Both groups agreed that the game was moderately physically and temporally demanding. All the females agreed that their performance was not good in this game. Males felt that they had to work hard to complete the goal of the game. Both groups appeared to feel a low amount of frustration with this game.

Females found InCell to be less mentally demanding than males did. Both groups agreed that the game was moderately physically and temporally demanding. All the females agreed that their performance was not good in this game. Males felt that they had to work hard to complete the goal of the game. Both groups appeared to feel a low amount of frustration with this game.

TLX Distribution InCell Female vs Male

TASK LOAD INDEX DISTRIBUTION - VOXEL FLY

TASK LOAD INDEX DISTRIBUTION - VOXEL FLY

Both groups tended to follow a similar trend overall in this experience. Males felt that it was a little more demanding and felt more frustration than females did. The females felt that their performance was not good in the game.

Both groups tended to follow a similar trend overall in this experience. Males felt that it was a little more demanding and felt more frustration than females did. The females felt that their performance was not good in the game.

Both groups tended to follow a similar trend overall in this experience. Males felt that it was a little more demanding and felt more frustration than females did. The females felt that their performance was not good in the game.

Both groups tended to follow a similar trend overall in this experience. Males felt that it was a little more demanding and felt more frustration than females did. The females felt that their performance was not good in the game.

Both groups tended to follow a similar trend overall in this experience. Males felt that it was a little more demanding and felt more frustration than females did. The females felt that their performance was not good in the game.

TLX Distribution Voxel Fly Female vs Male

Contradictory to other studies, our results showed females having lesser severity of sickness symptoms than males. On average females did not feel as good about their performance than males did. However, on average males felt more frustration with the experiences than females did.

Contradictory to other studies, our results showed females having lesser severity of sickness symptoms than males. On average females did not feel as good about their performance than males did. However, on average males felt more frustration with the experiences than females did.

Contradictory to other studies, our results showed females having lesser severity of sickness symptoms than males. On average females did not feel as good about their performance than males did. However, on average males felt more frustration with the experiences than females did.

Contradictory to other studies, our results showed females having lesser severity of sickness symptoms than males. On average females did not feel as good about their performance than males did. However, on average males felt more frustration with the experiences than females did.

Contradictory to other studies, our results showed females having lesser severity of sickness symptoms than males. On average females did not feel as good about their performance than males did. However, on average males felt more frustration with the experiences than females did.

VIRTUAL REALITY SICKNESS QUESTIONNAIRE GRAPH

VIRTUAL REALITY SICKNESS QUESTIONNAIRE GRAPH

The average VRSQ score given to an experience, along with error bars showing the standard deviation, are shown here. Our results here are contrary to what we thought we would see. Here, the males outrank the females in the severity of their symptoms. The symptom that both groups felt the most was general discomfort and eyestrain. These two symptoms both fall under into the occulomotor category.

The average VRSQ score given to an experience, along with error bars showing the standard deviation, are shown here. Our results here are contrary to what we thought we would see. Here, the males outrank the females in the severity of their symptoms. The symptom that both groups felt the most was general discomfort and eyestrain. These two symptoms both fall under into the occulomotor category.

The average VRSQ score given to an experience, along with error bars showing the standard deviation, are shown here. Our results here are contrary to what we thought we would see. Here, the males outrank the females in the severity of their symptoms. The symptom that both groups felt the most was general discomfort and eyestrain. These two symptoms both fall under into the occulomotor category.

The average VRSQ score given to an experience, along with error bars showing the standard deviation, are shown here. Our results here are contrary to what we thought we would see. Here, the males outrank the females in the severity of their symptoms. The symptom that both groups felt the most was general discomfort and eyestrain. These two symptoms both fall under into the occulomotor category.

The average VRSQ score given to an experience, along with error bars showing the standard deviation, are shown here. Our results here are contrary to what we thought we would see. Here, the males outrank the females in the severity of their symptoms. The symptom that both groups felt the most was general discomfort and eyestrain. These two symptoms both fall under into the occulomotor category.

vrsqq

DIRECT USER FEEDBACK

DIRECT USER FEEDBACK

After the users completed all of the experiences they were asked to rank them from the most comfortable to the least comfortable with 1 = most comfortable and 4 = least comfortable. Most users found the roller coaster experience to be the most comfortable and Air Car to be the least comfortable.

After the users completed all of the experiences they were asked to rank them from the most comfortable to the least comfortable with 1 = most comfortable and 4 = least comfortable. Most users found the roller coaster experience to be the most comfortable and Air Car to be the least comfortable.

After the users completed all of the experiences they were asked to rank them from the most comfortable to the least comfortable with 1 = most comfortable and 4 = least comfortable. Most users found the roller coaster experience to be the most comfortable and Air Car to be the least comfortable.

After the users completed all of the experiences they were asked to rank them from the most comfortable to the least comfortable with 1 = most comfortable and 4 = least comfortable. Most users found the roller coaster experience to be the most comfortable and Air Car to be the least comfortable.

After the users completed all of the experiences they were asked to rank them from the most comfortable to the least comfortable with 1 = most comfortable and 4 = least comfortable. Most users found the roller coaster experience to be the most comfortable and Air Car to be the least comfortable.

EXP (1)

Most participants found the Roller Coaster experience (has the least control) to be the most comfortable and Air Car (has the most control) to be the least comfortable.

Most participants found the Roller Coaster experience (has the least control) to be the most comfortable and Air Car (has the most control) to be the least comfortable.

Most participants found the Roller Coaster experience (has the least control) to be the most comfortable and Air Car (has the most control) to be the least comfortable.

Most participants found the Roller Coaster experience (has the least control) to be the most comfortable and Air Car (has the most control) to be the least comfortable.

Most participants found the Roller Coaster experience (has the least control) to be the most comfortable and Air Car (has the most control) to be the least comfortable.

RESULTS

RESULTS

This study did provide some insight into possible biomarkers to use to see if a person is beginning to suffer from VR sickness. User HR’s did increase around times that they mentioned feeling uncomfortable. Their HR and survey answers appear to have a possible correlation, but additional studies will need to be conducted to confirm this.

This study did provide some insight into possible biomarkers to use to see if a person is beginning to suffer from VR sickness. User HR’s did increase around times that they mentioned feeling uncomfortable. Their HR and survey answers appear to have a possible correlation, but additional studies will need to be conducted to confirm this.

MAKING AN EXPERIENCE COMFORTABLE

MAKING AN EXPERIENCE COMFORTABLE

1. Sounds made the experience more immersive
2. Oculus HMD was more comfortable than the Merge HMD
3. The ability to control the experience with the controllers
4. Limited and slow head movement
5. High responsiveness to control inputs or limited input requirement
6. High resolution environments with greater viewing distances
7. Prior experience with gaming

1. Sounds made the experience more immersive
2. Oculus HMD was more comfortable than the Merge HMD
3. The ability to control the experience with the controllers
4. Limited and slow head movement
5. High responsiveness to control inputs or limited input requirement
6. High resolution environments with greater viewing distances
7. Prior experience with gaming

1. Sounds made the experience more immersive
2. Oculus HMD was more comfortable than the Merge HMD
3. The ability to control the experience with the controllers
4. Limited and slow head movement
5. High responsiveness to control inputs or limited input requirement
6. High resolution environments with greater viewing distances
7. Prior experience with gaming

1. Sounds made the experience more immersive
2. Oculus HMD was more comfortable than the Merge HMD
3. The ability to control the experience with the controllers
4. Limited and slow head movement
5. High responsiveness to control inputs or limited input requirement
6. High resolution environments with greater viewing distances
7. Prior experience with gaming

1. Sounds made the experience more immersive
2. Oculus HMD was more comfortable than the Merge HMD
3. The ability to control the experience with the controllers
4. Limited and slow head movement
5. High responsiveness to control inputs or limited input requirement
6. High resolution environments with greater viewing distances
7. Prior experience with gaming

MAKING AN EXPERIENCE UNCOMFORTABLE

MAKING AN EXPERIENCE UNCOMFORTABLE

1. If the Head Mounted Display was not adjusted properly, it would cause blurry vision
2. Eye strain from taking the goggles on and off
3. Sharp stops in the VR experience
4. Fast head movements, whiplash
5. Laggy responsiveness to control inputs caused a disconnect
6. Fear of heights

1. If the Head Mounted Display was not adjusted properly, it would cause blurry vision
2. Eye strain from taking the goggles on and off
3. Sharp stops in the VR experience
4. Fast head movements, whiplash
5. Laggy responsiveness to control inputs caused a disconnect
6. Fear of heights

1. If the Head Mounted Display was not adjusted properly, it would cause blurry vision
2. Eye strain from taking the goggles on and off
3. Sharp stops in the VR experience
4. Fast head movements, whiplash
5. Laggy responsiveness to control inputs caused a disconnect
6. Fear of heights

1. If the Head Mounted Display was not adjusted properly, it would cause blurry vision
2. Eye strain from taking the goggles on and off
3. Sharp stops in the VR experience
4. Fast head movements, whiplash
5. Laggy responsiveness to control inputs caused a disconnect
6. Fear of heights

The Study Set-Up

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LESSONS LEARNED

LESSONS LEARNED

1. Prepare for the Worst While going through the study, the InCell experience froze and refused to move to the second level. At this time, we asked the user to go through the first level once more.
2. Pilot test your Surveys Some users misread the ‘Performance’ section of the NASA TLX survey, which caused them to invert the scale.
3. Users can’t see your hand motions through the HMD While explaining a task to the user, I kept making hand gestures to indicate what was required of them. As we were mid experience and they were wearing an HMD, my hand gestures quickly changed to verbal cues.

1. Prepare for the Worst While going through the study, the InCell experience froze and refused to move to the second level. At this time, we asked the user to go through the first level once more.
2. Pilot test your Surveys Some users misread the ‘Performance’ section of the NASA TLX survey, which caused them to invert the scale.
3. Users can’t see your hand motions through the HMD While explaining a task to the user, I kept making hand gestures to indicate what was required of them. As we were mid experience and they were wearing an HMD, my hand gestures quickly changed to verbal cues.

1. Prepare for the Worst While going through the study, the InCell experience froze and refused to move to the second level. At this time, we asked the user to go through the first level once more.
2. Pilot test your Surveys Some users misread the ‘Performance’ section of the NASA TLX survey, which caused them to invert the scale.
3. Users can’t see your hand motions through the HMD While explaining a task to the user, I kept making hand gestures to indicate what was required of them. As we were mid experience and they were wearing an HMD, my hand gestures quickly changed to verbal cues.

1. Prepare for the Worst While going through the study, the InCell experience froze and refused to move to the second level. At this time, we asked the user to go through the first level once more.
2. Pilot test your Surveys Some users misread the ‘Performance’ section of the NASA TLX survey, which caused them to invert the scale.
3. Users can’t see your hand motions through the HMD While explaining a task to the user, I kept making hand gestures to indicate what was required of them. As we were mid experience and they were wearing an HMD, my hand gestures quickly changed to verbal cues.

1. Prepare for the Worst While going through the study, the InCell experience froze and refused to move to the second level. At this time, we asked the user to go through the first level once more.
2. Pilot test your Surveys Some users misread the ‘Performance’ section of the NASA TLX survey, which caused them to invert the scale.
3. Users can’t see your hand motions through the HMD While explaining a task to the user, I kept making hand gestures to indicate what was required of them. As we were mid experience and they were wearing an HMD, my hand gestures quickly changed to verbal cues.

Our study was limited by the types of participants we could recruit due to IRB restrictions. We also had a limited budget which constrained the experiences and biosensors we could use. Future work would include varied experiences, biosensors and a larger participant pool.

Our study was limited by the types of participants we could recruit due to IRB restrictions. We also had a limited budget which constrained the experiences and biosensors we could use. Future work would include varied experiences, biosensors and a larger participant pool.

Our study was limited by the types of participants we could recruit due to IRB restrictions. We also had a limited budget which constrained the experiences and biosensors we could use. Future work would include varied experiences, biosensors and a larger participant pool.

Our study was limited by the types of participants we could recruit due to IRB restrictions. We also had a limited budget which constrained the experiences and biosensors we could use. Future work would include varied experiences, biosensors and a larger participant pool.

Our study was limited by the types of participants we could recruit due to IRB restrictions. We also had a limited budget which constrained the experiences and biosensors we could use. Future work would include varied experiences, biosensors and a larger participant pool.

NEXT STEPS

NEXT STEPS

Future work will include adding more experiences, biosensors, and running many more users. By testing more users and experiences we could get a wider spread and understanding of the correlation between biosensor data and user responses. Integrating a different biosensor such as eye trackers will allow for increasing the types of experiences we can use in a study and add a potential biomarker to use in assessing VR sickness.

Future work will include adding more experiences, biosensors, and running many more users. By testing more users and experiences we could get a wider spread and understanding of the correlation between biosensor data and user responses. Integrating a different biosensor such as eye trackers will allow for increasing the types of experiences we can use in a study and add a potential biomarker to use in assessing VR sickness.

Future work will include adding more experiences, biosensors, and running many more users. By testing more users and experiences we could get a wider spread and understanding of the correlation between biosensor data and user responses. Integrating a different biosensor such as eye trackers will allow for increasing the types of experiences we can use in a study and add a potential biomarker to use in assessing VR sickness.

Future work will include adding more experiences, biosensors, and running many more users. By testing more users and experiences we could get a wider spread and understanding of the correlation between biosensor data and user responses. Integrating a different biosensor such as eye trackers will allow for increasing the types of experiences we can use in a study and add a potential biomarker to use in assessing VR sickness.

Future work will include adding more experiences, biosensors, and running many more users. By testing more users and experiences we could get a wider spread and understanding of the correlation between biosensor data and user responses. Integrating a different biosensor such as eye trackers will allow for increasing the types of experiences we can use in a study and add a potential biomarker to use in assessing VR sickness.

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