학술논문

Evaluating Cybersickness of Walking on an Omnidirectional Treadmill in Virtual Reality
Document Type
Periodical
Source
IEEE Transactions on Human-Machine Systems IEEE Trans. Human-Mach. Syst. Human-Machine Systems, IEEE Transactions on. 52(4):613-623 Aug, 2022
Subject
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Signal Processing and Analysis
Robotics and Control Systems
Power, Energy and Industry Applications
General Topics for Engineers
Computing and Processing
Cybersickness
Legged locomotion
Visualization
Smoothing methods
Standards
Avatars
Foot
experimental evaluation
omnidirectional treadmill
virtual reality (VR)
Language
ISSN
2168-2291
2168-2305
Abstract
Cybersickness is a type of motion sickness that may occur during a virtual reality (VR) experience. Many studies have proposed solutions to mitigate cybersickness, while navigating a virtual environment with controllers or walking over a floor. However, reducing the levels of cybersickness while physically walking on an omnidirectional treadmill has been largely overlooked. In this article, we performed a within-subject study, where 34 novice participants underwent four visual conditions while walking in a virtual maze over an omnidirectional treadmill. In the control condition, the movement speed was reduced of the half compared to a standard navigation speed, a movement speed smoothing was added, and the user’s virtual body was represented. The other three conditions changed one of the visual parameters of the control condition: in the standard speed condition, the speed reduction was not performed; for the no smoothing condition, the smoothing was not performed; and for the no avatar condition, the user’s avatar was removed. Results showed that the standard speed condition was reported to induce a significant level of cybersickness compared to the control and no avatar conditions. Nevertheless, standard speed was also the condition most preferred to navigate a virtual environment. This suggests the need to find a tradeoff between the easiness to move quickly in a virtual environment and the cybersickness that can be induced. We provide a discussion of the obtained results and their implications for the design of VR experiences while users walk upon an omnidirectional treadmill.