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 cybersickness


Unwinding Rotations Reduces VR Sickness in Nonsimulated Immersive Telepresence

Kulisiewicz, Filip, Sakcak, Basak, Center, Evan G., Kalliokoski, Juho, Mimnaugh, Katherine J., LaValle, Steven M., Ojala, Timo

arXiv.org Artificial Intelligence

Immersive telepresence, when a user views the video stream of a $360^\circ$ camera in a remote environment using a Head Mounted Display (HMD), has great potential to improve the sense of being in a remote environment. In most cases of immersive robotic telepresence, the camera is mounted on a mobile robot which increases the portion of the environment that the remote user can explore. However, robot motions can induce unpleasant symptoms associated with Virtual Reality (VR) sickness, degrading the overall user experience. Previous research has shown that unwinding the rotations of the robot, that is, decoupling the rotations that the camera undergoes due to robot motions from what is seen by the user, can increase user comfort and reduce VR sickness. However, that work considered a virtual environment and a simulated robot. In this work, to test whether the same hypotheses hold when the video stream from a real camera is used, we carried out a user study $(n=36)$ in which the unwinding rotations method was compared against coupled rotations in a task completed through a panoramic camera mounted on a robotic arm. Furthermore, within an inspection task which involved translations and rotations in three dimensions, we tested whether unwinding the robot rotations impacted the performance of users. The results show that the users found the unwinding rotations method to be more comfortable and preferable, and that a reduced level of VR sickness can be achieved without a significant impact on task performance.


Securing Virtual Reality Experiences: Unveiling and Tackling Cybersickness Attacks with Explainable AI

Kundu, Ripan Kumar, Denton, Matthew, Mongalo, Genova, Calyam, Prasad, Hoque, Khaza Anuarul

arXiv.org Artificial Intelligence

The synergy between virtual reality (VR) and artificial intelligence (AI), specifically deep learning (DL)-based cybersickness detection models, has ushered in unprecedented advancements in immersive experiences by automatically detecting cybersickness severity and adaptively various mitigation techniques, offering a smooth and comfortable VR experience. While this DL-enabled cybersickness detection method provides promising solutions for enhancing user experiences, it also introduces new risks since these models are vulnerable to adversarial attacks; a small perturbation of the input data that is visually undetectable to human observers can fool the cybersickness detection model and trigger unexpected mitigation, thus disrupting user immersive experiences (UIX) and even posing safety risks. In this paper, we present a new type of VR attack, i.e., a cybersickness attack, which successfully stops the triggering of cybersickness mitigation by fooling DL-based cybersickness detection models and dramatically hinders the UIX. Next, we propose a novel explainable artificial intelligence (XAI)-guided cybersickness attack detection framework to detect such attacks in VR to ensure UIX and a comfortable VR experience. We evaluate the proposed attack and the detection framework using two state-of-the-art open-source VR cybersickness datasets: Simulation 2021 and Gameplay dataset. Finally, to verify the effectiveness of our proposed method, we implement the attack and the XAI-based detection using a testbed with a custom-built VR roller coaster simulation with an HTC Vive Pro Eye headset and perform a user study. Our study shows that such an attack can dramatically hinder the UIX. However, our proposed XAI-guided cybersickness attack detection can successfully detect cybersickness attacks and trigger the proper mitigation, effectively reducing VR cybersickness.


Less Cybersickness, Please: Demystifying and Detecting Stereoscopic Visual Inconsistencies in Virtual Reality Apps

Li, Shuqing, Gao, Cuiyun, Zhang, Jianping, Zhang, Yujia, Liu, Yepang, Gu, Jiazhen, Peng, Yun, Lyu, Michael R.

arXiv.org Artificial Intelligence

The quality of Virtual Reality (VR) apps is vital, particularly the rendering quality of the VR Graphical User Interface (GUI). Different from traditional 2D apps, VR apps create a 3D digital scene for users, by rendering two distinct 2D images for the user's left and right eyes, respectively. Stereoscopic visual inconsistency (denoted as "SVI") issues, however, undermine the rendering process of the user's brain, leading to user discomfort and even adverse health effects. Such issues commonly exist but remain underexplored. We conduct an empirical analysis on 282 SVI bug reports from 15 VR platforms, summarizing 15 types of manifestations. The empirical analysis reveals that automatically detecting SVI issues is challenging, mainly because: (1) lack of training data; (2) the manifestations of SVI issues are diverse, complicated, and often application-specific; (3) most accessible VR apps are closed-source commercial software. Existing pattern-based supervised classification approaches may be inapplicable or ineffective in detecting the SVI issues. To counter these challenges, we propose an unsupervised black-box testing framework named StereoID to identify the stereoscopic visual inconsistencies, based only on the rendered GUI states. StereoID generates a synthetic right-eye image based on the actual left-eye image and computes distances between the synthetic right-eye image and the actual right-eye image to detect SVI issues. We propose a depth-aware conditional stereo image translator to power the image generation process, which captures the expected perspective shifts between left-eye and right-eye images. We build a large-scale unlabeled VR stereo screenshot dataset with larger than 171K images from 288 real-world VR apps for experiments. After substantial experiments, StereoID demonstrates superior performance for detecting SVI issues in both user reports and wild VR apps.


Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VR

Setu, Jyotirmay Nag, Le, Joshua M, Kundu, Ripan Kumar, Giesbrecht, Barry, Höllerer, Tobias, Hoque, Khaza Anuarul, Desai, Kevin, Quarles, John

arXiv.org Artificial Intelligence

Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities. However, the relationship between cognitive activities, physical activities, and familiar feelings of cybersickness is not well understood and thus can be unpredictable for developers. Researchers have previously provided labeled datasets for predicting cybersickness while users are stationary, but there have been few labeled datasets on cybersickness while users are physically walking. Thus, from 39 participants, we collected head orientation, head position, eye tracking, images, physiological readings from external sensors, and the self-reported cybersickness severity, physical load, and mental load in VR. Throughout the data collection, participants navigated mazes via real walking and performed tasks challenging their attention and working memory. To demonstrate the dataset's utility, we conducted a case study of training classifiers in which we achieved 95% accuracy for cybersickness severity classification. The noteworthy performance of the straightforward classifiers makes this dataset ideal for future researchers to develop cybersickness detection and reduction models. To better understand the features that helped with classification, we performed SHAP(SHapley Additive exPlanations) analysis, highlighting the importance of eye tracking and physiological measures for cybersickness prediction while walking. This open dataset can allow future researchers to study the connection between cybersickness and cognitive loads and develop prediction models. This dataset will empower future VR developers to design efficient and effective Virtual Environments by improving cognitive load management and minimizing cybersickness.


Innovative Cybersickness Detection: Exploring Head Movement Patterns in Virtual Reality

Salehi, Masoud, Javadpour, Nikoo, Beisner, Brietta, Sanaei, Mohammadamin, Gilbert, Stephen B.

arXiv.org Artificial Intelligence

Despite the widespread adoption of Virtual Reality (VR) technology, cybersickness remains a barrier for some users. This research investigates head movement patterns as a novel physiological marker for cybersickness detection. Unlike traditional markers, head movements provide a continuous, non-invasive measure that can be easily captured through the sensors embedded in all commercial VR headsets. We used a publicly available dataset from a VR experiment involving 75 participants and analyzed head movements across six axes. An extensive feature extraction process was then performed on the head movement dataset and its derivatives, including velocity, acceleration, and jerk. Three categories of features were extracted, encompassing statistical, temporal, and spectral features. Subsequently, we employed the Recursive Feature Elimination method to select the most important and effective features. In a series of experiments, we trained a variety of machine learning algorithms. The results demonstrate a 76% accuracy and 83% precision in predicting cybersickness in the subjects based on the head movements. This study contribution to the cybersickness literature lies in offering a preliminary analysis of a new source of data and providing insight into the relationship of head movements and cybersickness.


Heterogeneous 360 Degree Videos in Metaverse: Differentiated Reinforcement Learning Approaches

Yu, Wenhan, Zhao, Jun

arXiv.org Artificial Intelligence

Advanced video technologies are driving the development of the futuristic Metaverse, which aims to connect users from anywhere and anytime. As such, the use cases for users will be much more diverse, leading to a mix of 360-degree videos with two types: non-VR and VR 360-degree videos. This paper presents a novel Quality of Service model for heterogeneous 360-degree videos with different requirements for frame rates and cybersickness. We propose a frame-slotted structure and conduct frame-wise optimization using self-designed differentiated deep reinforcement learning algorithms. Specifically, we design two structures, Separate Input Differentiated Output (SIDO) and Merged Input Differentiated Output (MIDO), for this heterogeneous scenario. We also conduct comprehensive experiments to demonstrate their effectiveness.


Dataset for predicting cybersickness from a virtual navigation task

Wang, Yuyang, Li, Ruichen, Chardonnet, Jean-Rémy, Hui, Pan

arXiv.org Artificial Intelligence

This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data points collected from diverse participants, including physiological responses (EDA and Heart Rate) and self-reported cybersickness symptoms. The paper will provide a detailed description of the dataset, including the arranged navigation task, the data collection procedures, and the data format. The dataset will serve as a valuable resource for researchers to develop and evaluate predictive models for cybersickness and will facilitate more research in cybersickness mitigation.


LiteVR: Interpretable and Lightweight Cybersickness Detection using Explainable AI

Kundu, Ripan Kumar, Islam, Rifatul, Quarles, John, Hoque, Khaza Anuarul

arXiv.org Artificial Intelligence

Cybersickness is a common ailment associated with virtual reality (VR) user experiences. Several automated methods exist based on machine learning (ML) and deep learning (DL) to detect cybersickness. However, most of these cybersickness detection methods are perceived as computationally intensive and black-box methods. Thus, those techniques are neither trustworthy nor practical for deploying on standalone energy-constrained VR head-mounted devices (HMDs). In this work, we present an explainable artificial intelligence (XAI)-based framework, LiteVR, for cybersickness detection, explaining the model's outcome and reducing the feature dimensions and overall computational costs. First, we develop three cybersickness DL models based on long-term short-term memory (LSTM), gated recurrent unit (GRU), and multilayer perceptron (MLP). Then, we employed a post-hoc explanation, such as SHapley Additive Explanations (SHAP), to explain the results and extract the most dominant features of cybersickness. Finally, we retrain the DL models with the reduced number of features. Our results show that eye-tracking features are the most dominant for cybersickness detection. Furthermore, based on the XAI-based feature ranking and dimensionality reduction, we significantly reduce the model's size by up to 4.3x, training time by up to 5.6x, and its inference time by up to 3.8x, with higher cybersickness detection accuracy and low regression error (i.e., on Fast Motion Scale (FMS)). Our proposed lite LSTM model obtained an accuracy of 94% in classifying cybersickness and regressing (i.e., FMS 1-10) with a Root Mean Square Error (RMSE) of 0.30, which outperforms the state-of-the-art. Our proposed LiteVR framework can help researchers and practitioners analyze, detect, and deploy their DL-based cybersickness detection models in standalone VR HMDs.


VR-LENS: Super Learning-based Cybersickness Detection and Explainable AI-Guided Deployment in Virtual Reality

Kundu, Ripan Kumar, Elsaid, Osama Yahia, Calyam, Prasad, Hoque, Khaza Anuarul

arXiv.org Artificial Intelligence

A plethora of recent research has proposed several automated methods based on machine learning (ML) and deep learning (DL) to detect cybersickness in Virtual reality (VR). However, these detection methods are perceived as computationally intensive and black-box methods. Thus, those techniques are neither trustworthy nor practical for deploying on standalone VR head-mounted displays (HMDs). This work presents an explainable artificial intelligence (XAI)-based framework VR-LENS for developing cybersickness detection ML models, explaining them, reducing their size, and deploying them in a Qualcomm Snapdragon 750G processor-based Samsung A52 device. Specifically, we first develop a novel super learning-based ensemble ML model for cybersickness detection. Next, we employ a post-hoc explanation method, such as SHapley Additive exPlanations (SHAP), Morris Sensitivity Analysis (MSA), Local Interpretable Model-Agnostic Explanations (LIME), and Partial Dependence Plot (PDP) to explain the expected results and identify the most dominant features. The super learner cybersickness model is then retrained using the identified dominant features. Our proposed method identified eye tracking, player position, and galvanic skin/heart rate response as the most dominant features for the integrated sensor, gameplay, and bio-physiological datasets. We also show that the proposed XAI-guided feature reduction significantly reduces the model training and inference time by 1.91X and 2.15X while maintaining baseline accuracy. For instance, using the integrated sensor dataset, our reduced super learner model outperforms the state-of-the-art works by classifying cybersickness into 4 classes (none, low, medium, and high) with an accuracy of 96% and regressing (FMS 1-10) with a Root Mean Square Error (RMSE) of 0.03.


TruVR: Trustworthy Cybersickness Detection using Explainable Machine Learning

Kundu, Ripan Kumar, Islam, Rifatul, Calyam, Prasad, Hoque, Khaza Anuarul

arXiv.org Artificial Intelligence

Cybersickness can be characterized by nausea, vertigo, headache, eye strain, and other discomforts when using virtual reality (VR) systems. The previously reported machine learning (ML) and deep learning (DL) algorithms for detecting (classification) and predicting (regression) VR cybersickness use black-box models; thus, they lack explainability. Moreover, VR sensors generate a massive amount of data, resulting in complex and large models. Therefore, having inherent explainability in cybersickness detection models can significantly improve the model's trustworthiness and provide insight into why and how the ML/DL model arrived at a specific decision. To address this issue, we present three explainable machine learning (xML) models to detect and predict cybersickness: 1) explainable boosting machine (EBM), 2) decision tree (DT), and 3) logistic regression (LR). We evaluate xML-based models with publicly available physiological and gameplay datasets for cybersickness. The results show that the EBM can detect cybersickness with an accuracy of 99.75% and 94.10% for the physiological and gameplay datasets, respectively. On the other hand, while predicting the cybersickness, EBM resulted in a Root Mean Square Error (RMSE) of 0.071 for the physiological dataset and 0.27 for the gameplay dataset. Furthermore, the EBM-based global explanation reveals exposure length, rotation, and acceleration as key features causing cybersickness in the gameplay dataset. In contrast, galvanic skin responses and heart rate are most significant in the physiological dataset. Our results also suggest that EBM-based local explanation can identify cybersickness-causing factors for individual samples. We believe the proposed xML-based cybersickness detection method can help future researchers understand, analyze, and design simpler cybersickness detection and reduction models.