Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems 2017
DOI: 10.1145/3027063.3049790
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How Visual Motion Cues Can Influence Sickness For In-Car VR

Abstract: This paper explores the use of VR Head Mounted Displays (HMDs) in-car and in-motion for the first time. Immersive HMDs are becoming everyday consumer items and, as they offer new possibilities for entertainment and productivity, people will want to use them during travel in, for example, autonomous cars. However, their use is confounded by motion sickness caused in-part by the restricted visual perception of motion conflicting with physically perceived vehicle motion (accelerations/rotations detected by the ve… Show more

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Cited by 27 publications
(42 citation statements)
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References 42 publications
(65 reference statements)
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“…Doing so can reduce the physical requirements of using a given size of display space, and expand the available display space given a physical range to work within, taking into account physical capabilities, ergonomics, and the current environment and tasks. Moreover, such control could be applied to any VR or AR headset with rotational tracking, and could potentially improve productivity when seated at a desk or in physically restricted environments such as planes or cars [38,69,117]. Given headsets such as the Varjo VR-2 [108] (which combines a high-resolution center panel for focused detailed work with a lower resolution panel for peripheral vision) and the Microsoft Hololens 2 [73] (with resolution catching up with consumer VR headsets) it is becoming increasingly feasible to conduct text-heavy work in both VR and AR.…”
Section: Discussionmentioning
confidence: 99%
“…Doing so can reduce the physical requirements of using a given size of display space, and expand the available display space given a physical range to work within, taking into account physical capabilities, ergonomics, and the current environment and tasks. Moreover, such control could be applied to any VR or AR headset with rotational tracking, and could potentially improve productivity when seated at a desk or in physically restricted environments such as planes or cars [38,69,117]. Given headsets such as the Varjo VR-2 [108] (which combines a high-resolution center panel for focused detailed work with a lower resolution panel for peripheral vision) and the Microsoft Hololens 2 [73] (with resolution catching up with consumer VR headsets) it is becoming increasingly feasible to conduct text-heavy work in both VR and AR.…”
Section: Discussionmentioning
confidence: 99%
“…Another paper [19] employed VR to an actual moving car with rendered underwater scenarios meant to offer a restful/mindful driving experience, while [20] used a similar moving vehicle with a VR system to render a flying (helicopter) environment with shootable game objects. One foreseeable challenge that is bound to affect the driver, who becomes the new passenger in ADS, is motion sickness [21,22]. An in-car game can remedy this by optimally synchronizing the experiences in the moving car and experienced content.…”
Section: Related Work and Current State Of Automationmentioning
confidence: 99%
“…This gives potential for the presentation of visual cues that are in conflict with real-world visual cues. For example, we could present a real world view of the peripheral activity around the user, whilst presenting 3d content with inconsistent motion in the central field; this is similar to the approach used by McGill et al in car passenger VR, which overlaid visual sensations in a game with visual sensations of real-world car motion [39]. One interesting factor here is that this work represents a within sense misalignment, that is we are not considering misalignment of two distinct senses such as visual and touch, rather misaligning cues within a single sense.…”
Section: Visualmentioning
confidence: 99%