Predicting cybersickness based on user's gaze behaviors in HMD-based virtual reality
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Journal of Computational Design and Engineering, 2021, 8(2), 728–739 doi: 10.1093/jcde/qwab010 Journal homepage: www.jcde.org RESEARCH ARTICLE Predicting cybersickness based on user’s gaze behaviors in HMD-based virtual reality Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 1 Eunhee Chang , Hyun Taek Kim2 and Byounghyun Yoo 1, * 1 Center for Artificial Intelligence, Korea Institute of Science and Technology, 5 Hwarangro14-gil Seongbuk-gu, Seoul 02792, South Korea and 2 Department of Psychology, Korea University, 145 Anam-ro Seongbuk-gu, Seoul 02841, South Korea *Corresponding author. E-mail: yoo@byoo.net http://orcid.org/0000-0001-9299-349X Abstract Cybersickness refers to a group of uncomfortable symptoms experienced in virtual reality (VR). Among several theories of cybersickness, the subjective vertical mismatch (SVM) theory focuses on an individual’s internal model, which is created and updated through past experiences. Although previous studies have attempted to provide experimental evidence for the theory, most approaches are limited to subjective measures or body sway. In this study, we aimed to demonstrate the SVM theory on the basis of the participant’s eye movements and investigate whether the subjective level of cybersickness can be predicted using eye-related measures. 26 participants experienced roller coaster VR while wearing a head-mounted display with eye tracking. We designed four experimental conditions by changing the orientation of the VR scene (upright vs. inverted) or the controllability of the participant’s body (unrestrained vs. restrained body). The results indicated that participants reported more severe cybersickness when experiencing the upright VR content without controllability. Moreover, distinctive eye movements (e.g. fixation duration and distance between the eye gaze and the object position sequence) were observed according to the experimental conditions. On the basis of these results, we developed a regression model using eye-movement features and found that our model can explain 34.8% of the total variance of cybersickness, indicating a substantial improvement compared to the previous work (4.2%). This study provides empirical data for the SVM theory using both subjective and eye-related measures. In particular, the results suggest that participants’ eye movements can serve as a significant index for predicting cybersickness when considering natural gaze behaviors during a VR experience. Keywords: cybersickness; virtual reality; eye-tracking, head-mounted display; subjective vertical mismatch theory; regression analysis 1. Introduction toms, the growth of the VR industry has been impeded. Several theories have tried to explain the cause of cybersickness (Reason Virtual reality (VR) and augmented reality (AR) technologies & Brand, 1975; Stoffregen & Smart, 1998; Prothero et al., 1999). In have been applied to not only entertainment but also various particular, Bos et al. (2008) proposed the subjective vertical mis- contexts such as education, manufacturing, and building design match (SVM) theory, which considers the individual’s internal (Ceruti et al., 2019; Fukuda et al., 2019; Sun et al., 2019). During model for understanding the symptoms. According to the the- VR/AR interactions, some users can experience adverse side ef- ory, an internal model, which is also called a neural store, can be fects called cybersickness. Owing to the uncomfortable symp- Received: 30 November 2020; Revised: 2 February 2021; Accepted: 3 February 2021 C The Author(s) 2021. Published by Oxford University Press on behalf of the Society for Computational Design and Engineering. This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial License (http://creativecommons.org/licenses/by-nc/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited. For commercial re-use, please contact journals.permissions@oup.com 728
Journal of Computational Design and Engineering, 2021, 8(2), 728–739 729 created and updated based on one’s previous experiences. Sev- to the previously suggested model, we selected a natural gaze eral studies have tried to find experimental evidence for sup- behavior as one of the predictors and investigated whether this porting the idea or interpret their results based on the SVM new approach can show a better result for cybersickness predic- framework (Diels & Bos, 2016; Lubeck et al., 2016; Van Ombergen tion. et al., 2016; Wada et al., 2018). Earlier studies frequently used questionnaires or oral re- ports while manipulating the experimental conditions for the 2. Related Work research hypothesis. However, this approach has a limitation in 2.1. SVM theory that it is difficult to reflect the user’s discomfort in real time. Sev- eral methods have been proposed wherein a user should report The SVM theory claims that cybersickness is caused by the dif- one’s state periodically (e.g. every minute) through a keyboard ference between the perceived and expected sensory afferents or a controller to compensate for this limitation (Fernandes & (Bos et al., 2008). Accumulated past experiences in the real world Feiner, 2016; McHugh et al., 2019). However, these methods still develop an internal model in the brain, which serves as a neu- have a disadvantage in that they can interfere with the partici- ral store for predicting sensory information. Using VR technol- pants’ immersive VR experiences owing to their invasive way of ogy, researchers have implemented various virtual scenes that measuring cybersickness. Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 can hardly be experienced in reality. They assumed that this ma- Unlike with subjective measures, there has been an increas- nipulation can affect the building or updating of one’s internal ing interest in monitoring the level of cybersickness or pres- model and can induce various responses, including cybersick- ence in an objective approach (Kim et al., 2005; Soler-Domı́nguez ness. et al., 2020). This approach can record the level of discomfort on- For example, several researchers manipulated the orienta- line while maintaining a high-quality VR interaction. Accord- tion of the moving virtual object and observed the changes ing to a review by Chang et al. (2020), body sway, electroen- in the level of discomfort. In the study of Bonato et al. (2008), cephalogram, electrocardiogram, and eye-related index have participants reported greater discomfort when they were ex- been studied as promising objective measures for cybersick- posed to VR in the forward-moving direction than that in the ness. In particular, researchers have investigated the relation- backward-moving one. Similarly, cybersickness was exacerbated ship between eye movements and cybersickness because the when they were in an upright VR scene compared with that eyes are the primary organ for perceiving VR content (Diels when they were in an inverted scene (Golding et al., 2012). The et al., 2007; Yang & Sheedy, 2011). Moreover, it has been shown authors interpreted these results according to the individual’s that users frequently reported eye-related discomfort when they “neural expectancy” (Bonato et al., 2008) or “quarantine” (Gold- experienced cybersickness. On the basis of these findings, it ing et al., 2012). Since our brain is less likely to experience an was expected that the response of the participant’s eyes dur- unfamiliar moving environment such as a backward-moving di- ing VR interaction might be directly related to the prediction of rection or an inverted scene, the internal model would not ex- cybersickness. pect any corresponding sensory information (especially the cor- Despite the growing interest in eye movements during VR in- responding vestibular input). Therefore, users can experience teraction, limited studies have investigated cybersickness using less cybersickness in a virtual scene with an unfamiliar orien- an eye-tracking technique with a head-mounted display (HMD). tation. Most of the previous studies have recorded the electrooculo- According to the SVM theory, the user’s voluntary movement gram (EOG) signals of the participants while electrodes were is one of the input elements that lead to an internal model up- attached around their eyes (Yang & Sheedy, 2011). Otherwise, date. A self-initiated action leads to an efference copy, which eye movement was measured with an eye tracker attached to helps the brain to predict self-motion and achieve perceptual a monitor (Diels et al., 2007). Owing to methodological restric- stability. Several studies have investigated whether the control- tions, participants usually experienced VR through the screen lability of the user’s body can affect spatial perception and the (e.g. a monitor) and were not allowed to move their bodies freely. level of cybersickness. Depending on the experimental condi- Therefore, it was not clear whether the results of eye tracking tion, participants were instructed to move freely or maintain a could be applied to highly immersive VR interaction. Recently, fixed posture. The results have consistently shown that the level Wibirama et al. (2020) recorded eye-tracking data while expe- of discomfort increases when participants lose controllability of riencing a racing VR with an HMD. The authors presented a their body (Jaeger & Mourant, 2001; Sharples et al., 2008). The multiple regression model for predicting cybersickness on the theory explains that a lack of voluntary movement restrains the basis of well-known eye-related parameters (e.g. fixation du- update of the internal model, which fails perceptual stability and ration, amount of fixation, and speed) and showed the pos- causes motion sickness. sibility of predicting users’ discomfort through eye movement Most previous studies have used subjective measures to indicators. quantify the participant’s reaction according to the changes in This study aims to (1) provide empirical evidence for the SVM the internal model. However, the theory also underlines psy- theory using both subjective and objective approaches and (2) chophysical responses due to internal model updates. To sup- develop a regression model for cybersickness. By changing the port empirical evidence, recent studies have tried to adopt orientation of the VR scene and controllability of the user’s body, both subjective and objective measures (Lubeck et al., 2016; Van we intended to induce differences in updating a participant’s Ombergen et al., 2016; Wada et al., 2018). Though some research internal model. While experiencing VR, the psychophysiologi- focused on the user’s body sway during VR interaction (Lubeck cal responses of the participants were recorded using a simu- et al., 2016; Van Ombergen et al., 2016), little is known about how lator sickness questionnaire (SSQ; Kennedy et al., 1993) and an users cope with specific VR conditions through the eyes. Since eye-tracking HMD. In particular, we focused on oculomotor re- the SVM model hypothesized that eye movement is one of the sponses that have not been fully understood in terms of the SVM physical responses caused by the internal model, more stud- theory. Based on these measures, we developed a multiple re- ies are needed to determine how individual internal models can gression model to predict the level of cybersickness. In contrast change eye-related measures.
730 Predicting cybersickness based on user’s gaze behaviors in HMD-based virtual reality Table 1: Previous research on developing a regression model for cybersickness and its coefficient of determination. Reference Regressor Significant predictor R2 (adj. R2 ) Kim et al. (2005) SSQ1 total MSSQ2 0.46 (NA) Heart period T3 relative delta power T3 relative slow beta power Dennison et al. (2016) SSQ total % Bradygastric activity 0.37 (0.30) Breaths Nooij et al. (2017) FMS3 Vection gain 0.78 (NA) Weech et al. (2018) SSQ total PC14 0.37 (0.27) Wibirama et al. (2020) SSQ oculomotor Amount of fixation NA (0.042) Viewing duration 1 SSQ: simulator sickness questionnaire. 2 MSSQ: motion sickness susceptibility questionnaire. Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 3 FMS: fast motion sickness scale. 4 PC1: Principal component 1 (combination of MSSQ, vestibular thresholds, vection magnitudes, and total sway path length measures from the five balance conditions). 2.2. Eye-related measures wise regression model for predicting user discomfort. The re- sults indicated that various physiological variables can pre- There has been a growing interest in measuring users’ physi- dict the severity of cybersickness. Nooij et al. (2017) considered cal responses due to cybersickness besides self-reporting. Pre- vection-related factors as well as eye and head movements for vious studies investigated the identification of eye-related fea- the regression parameters. According to the results, an individ- tures for cybersickness (Kim et al., 2005; Diels et al., 2007; Yang & ual’s vection strength was a significant component of the re- Sheedy, 2011). Eyeblink, variation in eye position, and vergence gression model. However, the model only can explain the vari- and accommodative responses have been examined as promis- ance within subjects. Meanwhile, Weech et al. (2018) proposed a ing indices. Recently, HMD devices equipped with eye-tracking regression model using only the individual differences of each functions have facilitated the recording of the user’s natural eye participant to perform a principal component regression analy- movements in real time during VR experiences. sis. The authors claimed that the combination of balance control Several studies have recorded the EOG signals of partici- measures of users could predict the level of discomfort. pants to characterize eye movements. Kim et al. (2005) investi- Despite these efforts, it was difficult to apply the previous gated whether there was a difference in the number of eyeblinks prediction model to a practical VR environment. To acquire ob- during VR interactions. The results indicated that participants jective measures that showed a significant predictive coefficient showed more eyeblinks when experiencing higher cybersick- (e.g. hear period and various brain wave features), users are ness. Yang and Sheedy (2011) focused on the vergence and ac- required to equip additional devices for data recording, which commodative responses of users when viewing different types has low accessibility to common users. In addition, the devices of depth images. According to the results, participants showed prefer limited body movement for the noiseless data acquisi- greater vergence and accommodation when they viewed a 3D tion, which can interrupt immersive VR experiences instead. For movie. Moreover, they reported severe oculomotor-related dis- these reasons, there has been an increasing interest in a phys- comfort compared with that when they watched a 2D movie. ical index that can be measured in a less invasive way as well Eye-tracking devices have facilitated the recording of nat- as reliably reflect cybersickness. It is also noted that previous ural eye movements during the VR experience. The study by regression models considered at least one of the individual’s Diels et al. (2007) revealed that participants reported more se- characteristic parameters for developing the models. These fea- vere motion sickness when they were forced to gaze at an ec- tures were obtained through questionnaires or various prelim- centric point. In addition, participants with high susceptibility to inary user experiments, which might be challenging to apply motion sickness tended to show more deviated eye movements to the end-user VR context. Meanwhile, several studies devel- from the center point as they experienced VR longer. Wibirama oped an objective assessment model for cybersickness consid- et al. (2020) implemented an immersive VR experiment using an ering spatio-temporal features of VR content (Jin et al., 2018; Hu HMD with eye-tracking techniques. While wearing the device, et al., 2019; Kim et al., 2019a, b). Using up-to-date techniques such participants watched both first-person shooting and racing VR, as convolutional neural network, researchers devised a compu- and several eye movement indicators (e.g. amount of fixation, tational model for cybersickness and showed that exceptional viewing duration, and average speed of eye movements) were motion in a given VR scene can reliably predict the level of dis- measured. On the basis of the results, the authors performed comfort. a multiple regression analysis to predict the subjective level of Recently, Wibirama et al. (2020) developed a prediction model cybersickness. based on various eye-movement features. The amount of fix- ation, viewing duration, and average speed of eye movements 2.3. Regression model for cybersickness were selected as regression parameters. The model explained Many researchers have tried to predict the level of cybersick- 4.2% of the total variance in participants’ oculomotor discom- ness correctly. The psychophysiological responses or individ- fort. This study contributed to the development of a regres- ual characteristics of users were selected as plausible predic- sion model that only considers eye-related features, which can tors (Table 1). Kim et al. (2005) and Dennison et al. (2016) mea- be measured with only minimal disturbance to the user’s im- sured various bio-signals of users during VR interactions, de- mersive VR interaction. Although the result indicated a low rived promising indices of cybersickness, and developed a step- coefficient of determination, the model can be improved by
Journal of Computational Design and Engineering, 2021, 8(2), 728–739 731 (a) (b) Figure 1: A VR scene of each orientation condition: (a) upright and (b) inverted. considering the user’s natural gaze behaviors while interacting with the VR content. Compared with the visual stimuli in ear- lier studies (e.g. simple rotating stripes or dots), recent studies have provided more realistic VR content to participants. There- Figure 2: An illustration of the eye position vector in 3D virtual space. We con- verted the vector into the x and y position on the NDC space. fore, there has been a growing interest in identifying novel gaze Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 behaviors during VR experiences (Piumsomboon et al., 2017; Hu et al., 2020), which can serve as reliable indicators for predicting the x and y positions of the normalized device coordinate (NDC) cybersickness. space (see preprocessing and epoching). Moreover, we used an SSQ to measure the subjective level of 3. Method cybersickness. According to the scoring criteria of Kennedy et al. 3.1. Participants (1993), we calculated four types of SSQ scores: SSQ total, SSQ nausea (SSQ-N), SSQ oculomotor (SSQ-O), and SSQ disorienta- 26 undergraduate students at Korea University (mean age = tion (SSQ-D). 25.58 years, SD = 2.59; 13 females) participated in the experi- ment. All participants were healthy with normal or contact lens 3.3. Procedure corrected-to-normal vision. The experiment was performed in accordance with the guidelines of the institutional review board We designed 2 × 2 experimental conditions by changing the ori- of Korea University (1040548-KU-IRB-18-6-A-1). Before the ex- entation of the VR content and the controllability of the partici- periment, written informed consent was obtained from all par- pant’s body. Depending on the camera orientation, participants ticipants. They were also allowed to terminate the experiment watched an upright or inverted VR scene. The controllability of whenever they wanted to. Three participants could not finish the participants’ body was manipulated by restraining their up- all experimental conditions owing to a severe level of cybersick- per body. During a restrained condition, participants were in- ness. Moreover, three participants were excluded owing to the structed to pose with their head fixed using a chin rest. In an malfunction of the eye-tracking recording. unrestrained condition, they were able to make a head or torso movement during the VR interaction. 3.2. Material Before performing the experiment, participants completed an eye-tracking calibration. Once a participant wore the The specification of the PC used in the experiment was FOVE, the device provided the standardized calibration ses- as follows: Intel Core i7-4790K CPU clocked @ 4.00 GHz sion ensuring the data accuracy. After the calibration, partici- and GeForce GTX1080 Ti AORUS Xtreme D5X 11GB. We pants experienced four experimental conditions in a row: up- adopted a VR roller coaster from “Animated Steel Coaster” right/unrestrained, upright/restrained, inverted/unrestrained, (https://illusionloop.webflow.io/docs/animated-steel-coaster). and inverted/restrained. To avoid the order effect, we randomly Using the Unity engine [version 2018.1.8f1 (64-bit)], we cus- assigned the sequences of the experiments and counterbal- tomized the content to suit the user experiment. The VR scene anced them (Fig. 4). included a roller coaster track and a series of carts moving Participants were required to report their SSQ scores before on the rail. The total duration of the VR experience was about and after each VR experience (pre- and post-SSQ, respectively). 3 min 27 s per ride. Between each experience, there was a 10-min break to prevent A VR camera was located at the front of the first cart, giving a carryover effect. For the data analysis, relative scores between the participant a roller coaster ride experience at the forefront. pre- and post-SSQ were used (i.e. SSQ). Overall, it took an hour By manipulating the angle of the camera rotation, we provided to complete the entire procedure of the experiment. two different orientations of the VR content: upright (x = 0, y = −180, z = 0) and inverted (x = 0, y = −180, z = −180) conditions 3.4. Data analysis (Fig. 1). The background of the content consisted only of a terrain and the sky to preserve the participant’s attention to the track. 3.4.1. Preprocessing and epoching The field of view (FOV) of the content was 80◦ . Because the HMD device provides an eye position vector in 3D We used an FOVE eye-tracking VR headset (FOVE, Inc.) for eye space, it was required to project the vector onto the 2D space. tracking while displaying the VR content. The sampling rate of We transformed the value of a given position vector (xp , yp , zp ) the tracking was 70 frames per second, and the resolution was to the point on the NDC plane (xndc , yndc , zndc ) using the follow- 2560 × 1440 pixels. The device provided a unit vector for each ing equations (Ahn, 2021; Scratchapixel 2.0, 2021). Note that the eye position in 3D space (Lohr et al., 2018). The value of (0, 0, focal length d = 1/tan (FOV/2): 1) represents the participant’s eye looking straight forward, and each reference value of the vector is described in Fig. 2. Using the d · xp xndc = eye position vector of each frame, we converted the value into zp
732 Predicting cybersickness based on user’s gaze behaviors in HMD-based virtual reality Figure 3: (a) An illustration of virtual moving points that were used for analysing gaze behaviors. (b) As the sequence (t) increases, the point moves farther away from the current cart position (i.e. Sequence 0). Note that these points are virtual objects for data analysis, which means they did not appear while participants experienced the roller coaster. Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 d · yp yndc = . zp After the conversion, the x- and y-axis locations of the point were preprocessed. Following the previous studies, we applied a weighted average filter with a time window of 300 ms (Kumar et al., 2008; Feit et al., 2017). After the filter, we performed a lin- ear interpolation for the eye-blink data points (Wass et al., 2013; Hershman et al., 2018). Figure 4: An illustration of the experimental procedure. For analysing the gaze behaviors, we selected a specific course of the track considering both participant’s visual atten- ing VR interaction. Using the preprocessed eye-gaze point on the tion and level of discomfort. First, we chose the part of the scene NDC space, we calculated how far the gaze point deviated from where the upcoming track was mainly observed to the partic- the center position at each frame (Fig. 6a) and then averaged it ipant, ensuring that other distracting visual objects were not (Fig. 6b) using the following equation: contained in the visual field. Therefore, we can assume that n the participant focused on the track rather than any other vi- deviationi Mean deviation = i=1 . sual stimuli. In addition, we selected the course including vari- n ous rotational movements (e.g. pitch, yaw, and roll movement) As the value of the deviation increased, we assumed that the where the previous results consistently showed higher cyber- participant gazed away from the eccentric point during given sickness compared to the translational movement (Chen et al., n frames. We investigated whether the experimental condition 2011; Keshavarz & Hecht, 2011; Lubeck et al., 2015). By select- could affect a participant’s eye movement in variation. ing the cybersickness-evoking course, we investigated whether Distance between the eye gaze and the moving point: We inves- the participant showed distinctive gaze behaviors during sev- tigated the pattern of the gaze trajectories while riding a roller erer discomfort. Taken together, we selected the latter part of coaster. According to the SVM model, an individual’s internal the VR ride, which took about 12 s in total. Also, the same model can drive eye movements to make a better estimate of data course was chosen for the analysis in each experimental the expected sensory information. To demonstrate this claim, condition. we calculated the distance between the participant’s gaze and a given point on the track and investigated whether participants 3.4.2. Eye-related indices accurately gazed where they expected to be located can asso- Fixation duration: We calculated the participant’s fixation dura- ciate with the level of cybersickness. We assumed that, if the dis- tion for each experimental condition. Following the study of tance became smaller, the participant tended to correctly follow Wibirama et al. (2020), we defined the participant’s eye move- one’s eye on the track. As the distance increased, on the other ment as “fixation” when (s)he stared at a specific area (
Journal of Computational Design and Engineering, 2021, 8(2), 728–739 733 either nonparametric (i.e. Friedman test) or parametric [i.e. re- peated measures analysis of variance (rmANOVA)] statistics to elucidate the effect of each experimental condition (e.g. orien- tation, controllability, AOI, and sequence). If the assumption of sphericity was violated in rmANOVA, we applied Greenhouse– Geisser corrections. After the comparisons, we performed a fixed-effect multiple regression analysis to elucidate which pre- dictors can determine the subjective level of cybersickness. On the basis of the previous study (Nooij et al., 2017), we considered both categorical (i.e. orientation and controllability) and contin- uous (i.e. fixation duration, mean deviation, and mean distance) variables as predictors. Moreover, we added three interaction terms between the experimental conditions and the eye-related Figure 5: Nine AOIs of the VR screen for analysing fixation durations. indices (i.e. orientation × fixation duration, controllability × fix- ation duration, and orientation × mean distance) to consider the group differences in eye-related measures based on the results Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 of rmANOVA. To minimize the level of multicollinearity (i.e. vari- ance inflation factors < 10), we centered the interaction terms around the mean value. In total, we used eight variables to pre- dict the level of the total SSQ score for all experimental condi- tions, and all variables were entered in a single step. If the in- teraction term significantly predicted the level of cybersickness, simple linear regressions were conducted for the post hoc anal- Figure 6: A visualization of the (a) deviation from the center point on the NDC ysis. We considered a specific observation as an outlier if the space and (b) calculating mean deviation. absolute value of the standardized difference in fit value was above 3 or if the absolute value of the Cook’s distance was above 1. These criteria excluded 2 of the 80 observations. All statisti- cal analyses were performed using SPSS (version 21.0; SPSS, Inc., Chicago, IL, USA), with a significance level of p < 0.05. 4. Result For the SSQ scores, data from 23 participants were used because three participants withdrew from the experiments. For the eye- tracking analysis, a total of 20 participants were used owing to Figure 7: A visualization of the (a) distance between the eye gaze and the moving malfunction in the data recording of three participants. point at the second sequence (i.e. the upcoming path after t = 0.75 s) and (b) calculating mean distance. 4.1. SSQ the eye gaze and the object position on the NDC space (i.e. a We performed a Friedman test since the results of the Shapiro– point on the track) at each frame (Fig. 7a) and averaged it (Fig. 7b) Wilk test showed violations of the normal distribution in SSQ using the following equation: scores. Before we demonstrated the effects of orientation and n controllability on cybersickness, we checked the carryover effect distancei in each SSQ score. Although the participants had a 10-min break Mean distance = i=1 . n between each session, we investigated whether they reported This approach was attributed to the VR content of this study. higher SSQ scores as they repeatedly experienced the VR regard- While the previous study used stationary objects such as a fix- less of the experimental condition. The results of the Friedman ation cross (Diels et al., 2007), our content did not include any test showed that there were no differences in the level of cyber- fixed visual stimuli. This is intended for participants to watch sickness according to the repetition; that is, the participants did any desired location on the rail to record natural gaze behavior not show more severe sickness in the fourth trial than the first in experiencing VR riding. (SSQ total: χ 2 (3) = 0.031, p = 0.999, SSQ-N: χ 2 (3) = 1.675, p = 0.643, Thus, we first calculated the shortest distance between the SSQ-O: χ 2 (3) = 0.353, p = 0.950, SSQ-D: χ 2 (3) = 0.696, p = 0.874). eye and the five candidate sequences. We regarded the se- However, the Friedman test showed that there was a signifi- quence indicating the minimum distance as the position of the cant difference in SSQ-N score depending on the type of experi- track where the participant mainly gazed while experiencing VR. mental condition (χ 2 (3) = 9.258, p = 0.026). While participants Then, we examined whether the distance between the eye and showed the lowest level of nausea symptoms when they had the selected sequence can be changed due to the experimental controllability in the inverted VR condition, the level of SSQ-N conditions. Also, we investigated whether this gaze behavior can was highest when watching the upright scene with fixed body serve as a predictor for the regression model. posture. Post hoc analysis with Wilcoxon signed-rank tests showed dif- 3.4.3. Statistical analysis ferent levels of SSQ-N according to the orientation and control- We performed a Shapiro–Wilk test to ensure the normality lability condition. Participants tended to report a lower level of of distributions in dependent variables (e.g. SSQ or three eye- nausea when watching the inverted VR than that when watch- related indices). Depending on the test results, we conducted ing the upright VR (Z = −1.952, p = 0.051). Moreover, they
734 Predicting cybersickness based on user’s gaze behaviors in HMD-based virtual reality Table 2: SSQ scores for all experimental conditions (mean ± SD). Unrestrained SSQ total SSQ-N SSQ-O SSQ-D Upright 18.70 (±21.93) 14.72 (±20.49) 10.38 (±15.59) 29.05 (±33.22) Inverted 9.43 (±15.66) 7.05 (±16.58) 3.63 (±11.40) 18.16 (±28.29) Restrained SSQ total SSQ-N SSQ-O SSQ-D Upright 21.63 (±21.28) 22.61 (±23.02) 9.39 (±13.99) 30.26 (±35.53) Inverted 15.45 (±15.96) 12.44 (±12.68) 9.23 (±14.63) 22.39 (±26.46) Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 Figure 8: Fixation durations of each AOI according to each experimental condition. The results indicate significant main effects of orientation and controllability (∗p < .05). Error bars represent SEM. reported less SSQ-N when they were free to move (i.e. high Table 3: Mean deviations from the center point for all experimental controllability) (Z = −2.346, p = 0.019). However, other scores (i.e. conditions (mean ± SD). SSQ total, SSQ-O, and SSQ-D) did not show statistical differences Unrestrained Restrained between experimental conditions. The mean (±SD) SSQ scores are shown in Table 2. Upright 0.249 (±0.116) 0.243 (±0.091) Inverted 0.221 (±0.070) 0.254 (±0.062) 4.2. Eye-related indices 4.2.1. Fixation duration hoc analysis with Wilcoxon signed-rank tests showed that par- The distribution of fixation duration violated the assumption of ticipants significantly spent more time fixating their eyes in the normality; we performed a Friedman test to determine a specific inverted scene compared to the upright one (Z = −2.837, p = area where the participants mostly fixated their eyes. In accor- 0.005). Besides, they showed significantly longer fixation du- dance with the previous study of Wibirama et al. (2020), partic- ration when their body was restricted (Z = −3.248, p = 0.001) ipants mostly fixated at the center part of the VR screen com- (Fig. 8). pared to other areas (χ 2 (8) = 136.907, p = 0.000). Follow-up comparisons of fixation duration at AOI 5 showed 4.2.2. Deviation from the center point significant differences between the experimental conditions A 2 × 2 rmANOVA with orientation and controllability as fac- (χ 2 (3) = 16.440, p = 0.001). The rank of fixation duration in tors was performed on the eye-gaze deviation from the center each condition was restrained-inverted, unrestrained-inverted, position. The results showed no significant differences between restrained-upright, and unrestrained-upright, respectively. Post experimental conditions (Table 3).
Journal of Computational Design and Engineering, 2021, 8(2), 728–739 735 Table 4: Mean distances between the eye gaze and the moving point on each sequence (mean ± SD). Sequence 1 Sequence 2 Sequence 3 Sequence 4 Sequence 5 Upright 0.259 (±0.094) 0.212 (±0.058) 0.253 (±0.067) 0.323 (±0.072) 0.408 (±0.076) Inverted 0.512 (±0.112) 0.429 (±0.085) 0.430 (±0.058) 0.471 (±0.036) 0.536 (±0.027) Table 6: Summary of a simple linear regression for predicting total SSQ score in the upright condition. Predictor β† t p Partial R2 Mean distance (seq. 2) 0.544 3.941 0.000 0.296 Note. R = 0.296, adj. R = 0.277, F(1, 37) = 15.530, p = 0.000. 2 2 Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 η2 = 0.830]. Whereas the participants gazed close to the track in the upright VR condition, the eye movement trajectories devi- ated away from the track when they experienced the inverted roller coaster (Fig. 9). However, there were no significant differ- Figure 9: Mean distance between the eye gaze and the moving point of sequence ences in the distance according to either the controllability con- 2. The result indicates a significant main effect of VR orientation (∗p < .05). Error dition [F(1, 19) = 0.347, p = 0.563, η2 = 0.018] or the interaction bars represent SEM. between the controllability and orientation [F(1, 19) = 0.001, p = 0.973, η2 = 0.000]. 4.2.3. Distance between the eye and the moving point We performed a 2 (orientation) × 2 (controllability) × 5 (se- 4.3. Regression model quence) rmANOVA to determine which sequence indicated the shortest distance between the eye gaze and the object posi- On the basis of previous studies and of the results of rmANOVA, tion. We assumed that, as the distance decreased, the partici- we added eight regression parameters to predict the level of the pants gazed closer to the object position (i.e. track) of a specific total SSQ score for all the experimental conditions (Table 5). Note sequence. The results showed that there was a significant se- that we used the distance between the eye gaze and the object quence effect on the distance [F(1.18, 22.45) = 91.260, p = 0.000, η2 position in the second sequence (i.e. upcoming path after 0.75 s) = 0.828], which indicated that the participants’ eyes followed the because the result of rmANOVA indicated the shortest mean dis- track nearest to the upcoming path after 0.75 s (Table 4). We also tance at the second sequence. The overall model fit was signif- found a significant main effect of orientation [F(1, 19) = 130.590, icant and accounted for 34.8% of the variance in the total SSQ p = 0.000, η2 = 0.873], indicating the participants’ gaze relatively score. Fixation duration significantly predicted the level of dis- deviated from the track when they watched the inverted roller comfort (β† = −0.477, p = 0.009, partial R2 = 0.094), indicating coaster compared with that when they watched the upright one. that a shorter fixation duration led to a greater level of cybersick- However, the main effect of controllability was not significant. ness regardless of experimental conditions. Moreover, the inter- For the interaction effects, orientation × sequence [F(1.03, 19.47) action of orientation and distance between the eye gaze and the = 6.801, p = 0.017, η2 = 0.264] and orientation × controllability object position significantly predicted the total SSQ (β† = 0.563, × sequence [F(1.07, 20.35) = 5.642, p = 0.026, η2 = 0.229] showed p = 0.000, partial R2 = 0.252). significant differences; that is, the difference in mean distance According to the significance in prediction using the inter- between orientations was the largest at sequence 1 and became action term of orientation type and eye-gaze behavior, simple smaller as the sequence increased. linear regressions on the total SSQ scores were performed for Follow-up comparisons showed that the distance between the post hoc analysis. For each upright and inverted condition, the eye gaze and the spot on the second sequence (i.e. the up- the distance between the eye gaze and the object position was coming path after 0.75 s) significantly decreased when the par- added as a predictor variable. The distance significantly pre- ticipants experienced the upright VR compared with that when dicted the total SSQ score in the upright condition (β† = 0.544, they experienced the inverted one [F(1, 19) = 92.682, p = 0.000, p = 0.000, partial R2 = 0.296) (Table 6). When the participants Table 5: Summary of a fixed-effect multiple regression analysis for variables predicting total SSQ score. Predictor β† t p Partial R2 Orientation − 0.477 − 1.733 0.088 0.042 Controllability − 0.098 − 0.588 0.558 0.005 Fixation duration − 0.379 − 2.681 0.009 0.094 Ori. × fixation dur. 0.233 1.372 0.175 0.027 Con. × fixation dur. − 0.039 − 0.229 0.820 0.001 Mean deviation − 0.228 − 1.938 0.057 0.052 Mean distance (seq. 2) − 0.404 − 1.777 0.080 0.044 Ori. × mean distance (seq. 2) 0.563 4.820 0.000 0.252 Note. R2 = 0.348, adj. R2 = 0.273, F(8, 69) = 4.613, p = 0.000.
736 Predicting cybersickness based on user’s gaze behaviors in HMD-based virtual reality tent of this study and that of Risi and Palmisano (2019). While the roller coaster VR contained various rotational movements such as pitch, roll, and yaw, the content of Risi and Palmisano (2019) allowed only yaw rotation. Thus, the degree of sensory mismatch due to the restricted body might not be greater in their research compared to this study (i.e. floor effect). Taken together, it is recommended to consider various features of VR content to demonstrate the controllability effect on cybersickness. We further investigated the eye movements in each exper- imental condition to demonstrate the physical responses cor- responding to the subjective responses. The eye movements of the participant indicated distinctive results depending on each experimental condition. In line with the previous study (Wibi- rama et al., 2020), the participants fixated their eyes mostly at the center of the content for 6.32 s on average. Moreover, they spent significantly more time in fixation when they watched the Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 inverted scene or they could not move. It is well known that the longer the average fixation duration, the greater the level of attention deployment (Calen Walshe & Nuthmann, 2014; Nuth- Figure 10: A scatterplot of mean distance at sequence 2 (t = 0.75 s) and total mann, 2017; Cronin et al., 2019). Therefore, these results suggest SSQ scores. The plot indicates the opposite direction in predicting cybersickness that the participants tended to pay more visual attention toward according to the (a) upright and (b) inverted conditions. Shaded areas are 95% the center when they experienced unfamiliar orientation with confidence intervals. low controllability. According to the study by Luke and Hender- son (2016), participants showed greater fixation durations when Table 7: Summary of a simple linear regression for predicting total they viewed an uninterpretable meaningless scene (i.e. pseudo- SSQ score in the inverted condition. stimuli). Following this result, participants might regard the in- Predictor β† t p Partial R2 verted scene as incomprehensible and try to encode more visual stimuli during fixations to cope with unfamiliar surroundings. Mean distance (seq. 2) −0.331 −2.137 0.039 0.110 Moreover, when participants lose controllability of their body, the internal model cannot receive the proper input for its up- Note. R2 = 0.110, adj. R2 = 0.086, F(1, 37) = 4.565, p = 0.039. date. Thus, the greater fixation duration in the restrained con- dition suggests the compensation of physical responses for the experienced the upright roller coaster, the closer the eye gaze limited inputs of the update. toward the upcoming track was, the lower their total SSQ score For the deviation from the center point, participants did not became (Fig. 10a). However, in the inverted VR condition, the show a significant difference depending on the experimental level of cybersickness decreased as eye movement trajectories conditions. According to Diels et al. (2007), participants who deviated away from the track (β† = −0.331, p = 0.039, partial R2 were susceptible to motion sickness showed greater eye drift = 0.110) (Table 7 and Fig. 10b). from the center, and this result was associated with the level of sickness. However, this study failed to reveal a correlation between SSQ scores and gaze deviation. This might have orig- 5. Discussion inated from the difference in the visual stimuli implemented in The results of the SSQ scores indicate that the severity of cy- each study. Whereas Diels et al. (2007) used moving dots that bersickness can be changed according to the orientation of the simulated anterior–posterior oscillation, we adopted relatively VR scene or the controllability of the user’s body. Participants highly immersive VR including complex rotations and content tended to report a lower level of discomfort while they watched scenario (i.e. roller coaster riding). Thus, participants showed the inverted VR scene. Moreover, those in the unrestrained con- greater visual attention toward the center and had little room dition (i.e. high controllability) experienced less cybersickness, for focusing on the peripheral region. Further studies that im- especially in nausea-related symptoms, than that experienced plement slower moving content are required to clarify whether by those in a fixed-position condition (i.e. low controllability). the deviation from the center can be a promising index for These results replicate those of previous studies (Bubka et al., cybersickness. 2007; Bonato et al., 2008; Golding et al., 2012) and confirm the ex- Assuming that participants could anticipate the upcoming isting evidence for the SVM theory, which stresses the role of path, we examined where the participant usually gazed during the internal model and its update in understanding the cause the ride and whether such eye movements can be used to predict of cybersickness. In other words, when people are exposed to the level of cybersickness. The result indicated that the partic- unfamiliar VR content that they have rarely experienced, the in- ipants’ gaze was found to be closest to a point on the track of ternal model would not expect any corresponding sensory in- the second sequence (i.e. the upcoming path after 0.75 s). This formation owing to the lack of prior knowledge, resulting in might be related to the characteristic of gaze behavior that peo- less cybersickness. Likewise, the participants’ voluntary move- ple usually stare at the center of the screen (Carnegie & Rhee, ment might drive the update in the internal model, contribut- 2015; Wibirama et al., 2020). Since the trajectory of the sequence ing to the reduction in the conflict between the perceived and 2 (t = 0.75 s) substantially covered the center part of the screen, the expected sensory information. Meanwhile, a recent study the participant might naturally follow the moving point of the by Risi and Palmisano (2019) showed no differences in cybersick- track in this sequence. Follow-up comparisons showed that par- ness between unrestrained and restrained body conditions. This ticipants viewed a wider part of the scene as well as the track might have originated from the difference between the VR con- when they watched the inverted VR compared to the upright
Journal of Computational Design and Engineering, 2021, 8(2), 728–739 737 one. We suggest that this distinguished gaze behavior might be were induced to focus their visual attention on the restricted associated with the individual’s internal model. When watching space of the VR environment (i.e. the track). However, common an unfamiliar orientation, participants hardly have an internal types of VR content are more complex and consist of various model of the scene, so they tend to focus on encoding broader visual objects. These types of VR can cause more dynamic eye visual information of a new environment along with following movement depending on the content scenario or individual dif- the path. On the other hand, in a familiar environment, partici- ferences in visual attention. For this reason, the predictor vari- pants already built neural expectancy for coherently perceiving ables in our regression model may be useful for a similar type of the world, and the model might drive to minimize prediction er- VR, such as racing or navigation. In future studies, various types rors by gazing at the upcoming path where the participants will of VR content are needed to choose the promising indices for arrive soon. Further studies using various types of scene orien- improving the prediction model. tation (e.g. forward-moving vs. backward-moving) are needed to In addition, this study was unable to sufficiently evaluate the support the idea that distinctive eye movements in VR orienta- motion features of the VR content. Previous studies have shown tion are related to the internal model. that motion-related elements, such as speed or acceleration, can Development of a regression model for cybersickness was at- affect the level of cybersickness (Kim et al., 2019a, b). Thus, fur- tempted in previous studies (Kim et al., 2005; Dennison et al., ther studies are required to investigate whether the current re- 2016; Nooij et al., 2017; Weech et al., 2018; Wibirama et al., 2020). gression model can also successfully predict discomfort in vary- Downloaded from https://academic.oup.com/jcde/article/8/2/728/6154364 by guest on 23 May 2021 In accordance with the study by Wibirama et al. (2020), we com- ing degrees of motion situations. It is to be noted that we per- bined various eye-related measures as predictors and found that formed a multiple regression analysis for the prediction pur- fixation duration can effectively predict the level of user dis- pose. Therefore, it is not possible to interpret the relationship comfort. The more participants fixated on the VR scene, the between oculomotor responses and cybersickness in a causal less cybersickness they likely experienced. This result can pro- manner. More empirical data should be acquired to reveal the vide a plausible explanation for the previous approaches for re- causal relationship between psychophysiological responses and ducing cybersickness. For example, it has been consistently ob- cybersickness. served that the level of discomfort decreases when users expe- Owing to the low sampling rate of the eye-tracking device, rience a narrower visual field in VR by reducing the FOV of the limited approaches were adopted to investigate the distinctive content (Fernandes & Feiner, 2016) or by implementing the dy- eye movements. Other well-established indices, such as sac- namic depth of field (Carnegie & Rhee, 2015). These manipula- cades and smooth eye pursuit, can be considered to clarify the tions might cause the user to pay visual attention only to a lim- relationship between eye movements and cybersickness. Lastly, ited area, to induce a longer fixation duration, and thereby result recent techniques using a machine learning algorithm (Padman- in decreasing cybersickness. aban et al., 2018; Kim et al., 2019a, b) or nonlinear regression anal- Besides fixation durations, we focused on natural gaze be- ysis can improve the current prediction model. haviors during immersive VR interaction. Considering the length of the entire VR experience, participants spent most of the time exploring the virtual world rather than fixating in a specific lo- 6. Conclusion cation. Thus, we assumed that including natural gaze behaviors as predictors would result in better performance in predicting Recent research on cybersickness has shown a growing interest cybersickness. The results indicated that our model could ex- in enjoying VR more safely. In this study, we investigated novel plain 34.8% of the total variance of cybersickness, which showed features of eye movements in VR while wearing an HMD with a substantial improvement in the coefficient of determination eye tracking. Using this device, we acquired natural gaze be- compared with that of a previous study (Wibirama et al., 2020). haviors during the VR experience and examined whether these Interestingly, the result of multiple regression indicated that the physical responses can be interpreted in terms of the individ- interaction term (orientation × mean distance) significantly ex- ual’s internal model. Moreover, we developed a regression model plained the 25% of the variance in SSQ total. This result implies for cybersickness that only considers physical measures of that the mean distance between the eye and the object posi- participants. tion in the second sequence can predict the total SSQ score but The experimental results contribute new insights on (1) should be analysed separately depending on the orientation. As demonstrating the SVM theory using HMD eye-tracking data, (2) shown in Table 6 and Fig. 10a, there was a significant posi- inducing changes in SSQ scores and eye movements by manipu- tive correlation (β† = 0.544) between the mean distance and cy- lating the internal model, and (3) developing a regression model bersickness in the upright condition; that is, participants who for cybersickness using eye-related measures as predictors. The showed closer eye movement toward the upcoming track (i.e. results indicated that the level of discomfort can change de- shorter mean distance) could experience a lower level of dis- pending on the condition of the individual’s internal model, sug- comfort if they watched the upright VR scene. However, a sig- gesting that accumulated previous experiences in the real world nificant negative correlation (β† = −0.331) was observed in the and accessibility of update inputs can influence the severity inverted condition (Table 7 and Fig. 10b). Thus, participants who of cybersickness. Furthermore, fixation duration and dynamic gazed further away from the track tended to report a lower level gaze behaviors can be affected by the internal model and its of cybersickness. This result suggests that natural eye-gaze be- update. havior might be a promising index for predicting cybersickness, On the basis of these results, we developed a regression but the index should be interpreted carefully depending on the model that only considers the eye-related measures as predic- orientation of the VR scene. tors. It is noted that these parameters were acquired without This study has several limitations. The VR content of this disturbing the user’s immersive VR experience. Unlike the previ- study was a roller coaster, which minimized visual elements ous variables for predicting cybersickness (Kim et al., 2005; Nooij other than the track for experimental purposes. Tracks are ro- et al., 2017; Weech et al., 2018), eye movements can be recorded bust and explicit indicators that guide participants on what they using an HMD-based eye tracker, which does not require addi- will soon experience. Therefore, participants in this experiment tional devices for data recording. This advantage can facilitate to
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