학술논문

VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research
Document Type
Periodical
Source
IEEE Transactions on Visualization and Computer Graphics IEEE Trans. Visual. Comput. Graphics Visualization and Computer Graphics, IEEE Transactions on. 30(5):2330-2336 May, 2024
Subject
Computing and Processing
Bioengineering
Signal Processing and Analysis
Games
Videos
Motion sickness
Cameras
Physiology
Graphics
Labeling
Motion Sickness
Virtual Reality
Machine Learning
Language
ISSN
1077-2626
1941-0506
2160-9306
Abstract
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches would certainly benefit from an accurately labeled, real-world, diverse dataset that enables the development of generalizable ML models. We introduce ‘VR.net’, a dataset comprising 165-hour gameplay videos from 100 real-world games spanning ten diverse genres, evaluated by 500 participants. VR.net accurately assigns 24 motion sickness-related labels for each video frame, such as camera/object movement, depth of field, and motion flow. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we implement a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.We also provide access to our data collection tool, enabling researchers to contribute to the expansion of VR.net.