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[论文解读] The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game

Mohammadamin Sanaei, Stephen B. Gilbert|arXiv (Cornell University)|Mar 27, 2024
Human-Automation Interaction and Safety被引用 5
一句话总结

本研究探讨在基于任务的VR游戏中场景复杂性、工作负载、沉浸感与晕动症的关系,发现在简单场景与复杂场景之间在较小范围内等效,且工作负载与晕动症存在负相关。

ABSTRACT

This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter is not yet conclusive, warranting further investigation. In this between-subjects experimental setup, 44 participants engaged in the Pendulum Chair game, with half exposed to a simple scene with lower optic flow and lower familiarity, and the remaining half to a complex scene characterized by higher optic flow and greater familiarity. The study measured the dependent variables workload, presence, and cybersickness and analyzed their correlations. Equivalence testing was also used to compare the simple and complex environments. Results revealed that despite the visible differences between the environments, within the 10% boundaries of the maximum possible value for workload and presence, and 13.6% of the maximum SSQ value, a statistically significant equivalence was observed between the simple and complex scenes. Additionally, a moderate, negative correlation emerged between workload and SSQ scores. The findings suggest two key points: (1) the nature of the task can mitigate the impact of scene complexity factors such as optic flow and familiarity, and (2) the correlation between workload and cybersickness may vary, showing either a positive or negative relationship.

研究动机与目标

  • 在VR环境中研究场景复杂性、工作负载、沉浸感与晕动症之间的关系。
  • 确定任务设计如何调节视觉复杂性因素(如光学流动和熟悉度)的影响。
  • 评估在不同场景条件下工作负载、沉浸感与晕动症是否相关。

提出的方法

  • 44名参与者的跨被试实验设计。
  • 参与者参与 Pendulum Chair VR 游戏。
  • 两种场景条件:简单场景,具有较低的光学流动和较低的熟悉度;复杂场景,具有较高的光学流动和更高的熟悉度。
  • 将工作负载、沉浸感与晕动症作为因变量进行测量。
  • 使用等效性检验比较简单与复杂环境。

实验结果

研究问题

  • RQ1在基于任务的VR游戏中,场景复杂性因素(光学流动、熟悉度)与工作负载、沉浸感与晕动症之间的关系是什么?
  • RQ2在预定义范围内,场景复杂性是否产生等效的工作负载、沉浸感与晕动症水平?
  • RQ3在不同场景复杂性下,工作负载与晕动症之间的关系如何?

主要发现

  • 在工作负载和沉浸感方面,简单场景与复杂场景在最大值的10%范围内存在统计显著的等效性,在最大值的13.6%范围内存在等效性。
  • 在工作负载与SSQ分数之间发现中等负相关。
  • 任务性质可以缓解光学流动和熟悉度等场景复杂性因素对用户体验的影响。
  • 工作负载与晕动症之间的相关性可能随着条件而呈正相关或负相关。

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