Cybersickness in virtual reality (VR) is an on-going problem, despite recent advances in head-mounted displays (HMDs). In this thesis, we propose and evaluate a method for reducing the onset of cybersickness caused by illusions of self-motion (vection), when using stationary VR setups. Discrete viewpoint control techniques have been recently used by some VR developers and rely on reducing optic flow via inconsistent displacement. We propose two different techniques based on discrete movements in translational and rotational viewpoint movements. We ran two different user studies and measure participant cybersickness levels via the widely used Simulator Sickness Questionnaire (SSQ), as well as user reported levels of nausea, presence, and objective error rates. Overall, our results indicate that both viewpoints snapping and translation snapping significantly reduced SSQreported cybersickness levels by 40% for rotational viewpoint movement, and 50% for translational viewpoint movement. Both techniques resulted in a reduction in participant nausea levels, especially with longer VR exposure. Presence levels, error rate, and performance were not significantly different when using viewpoint snapping, or translation snapping as compared to a control condition with continuous viewpoint motion.ii Acknowledgments This is a genuine pleasure to express my deepest thanks to my mentor and supervisor Dr. Robert Teather from the School of Information Technology. This thesis would not be possible without his spectacular and brilliant guides and his financial and spiritual help. I extremely grateful to have advisors like Dr. Teather who accept my supervision and really improve my research skills beyond my expectations and imagination. I appreciate his ability to understand me as an international student. Thank for endeavoring my English Level, my writings and all the editing process with the patient.
Abstract. We present a longitudinal pilot study of presence, comparing low-and high-fidelity virtual environments. We measured presence levels using a presence questionnaire, heart rate, and skin temperature over four sessions. We found no significant difference due to environment fidelity, nor any change in presence over four sessions. Subjective feedback suggests that that using the same tasks in multiple sessions frustrates users, so may also affect participants' presence assessment.
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