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An experimental methodology to capture user and gameplay data tied to cybersickness
Author(s) -
Thiago Porcino,
Daniela Trevisan,
Esteban Clua
Publication year - 2021
Language(s) - English
Resource type - Conference proceedings
DOI - 10.5753/xr_in_games.2021.15681
Subject(s) - virtual reality , computer science , entertainment , popularity , immersion (mathematics) , human–computer interaction , context (archaeology) , multimedia , optical head mounted display , artificial intelligence , psychology , art , social psychology , paleontology , mathematics , pure mathematics , visual arts , biology
Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and bio/medical informatics. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent publications in the virtual reality context. We created and conducted an iterative evaluating protocol methodology and proposed two VR games (a racing game and a flight game). The recorded data can be used for further machine learning analysis tied to cybersickness.