VRSense: An Explainable System to Help Mitigate Cybersickness in VR Games

Explainer changes in brightness levels are high excessive head rotation differences in head orientation and eye gaze "Maybe I should smooth out the contrast...I could add visual guides to help with excessive head rotation.""What if I place key objects in the line of sight to keep the gaze aligned with head movement?"VR Developer cybersickness detection reasoning VRSense Figure 1: VRSense can detect cybersickness and provide insights into the reasons behind its predictions aiding VR game developers to make better design decisions AbstractCybersickness remains a significant challenge in immersive VR gaming, affecting player comfort and engagement.In this study, we analyze data from approximately 400 players across 80 games to investigate the factors contributing to cybersickness in active gameplay environments.To bridge the gap between research and practical application, we present our late-breaking work, VRsense, an explainable system designed to assist VR game developers in evaluating cybersickness in their games.Unlike traditional black-box approaches, our system employs engineered features offering actionable insights into game design and user interactions.Feedback from eight VR professionals highlights the utility of the system and suggests avenues for adaptive gameplay strategies, such as optimizing task flows.Despite challenges in generalizability and subjectivity, our iterative approach lays the foundation for a deployable tool to assist developers in creating less cybersickness-inducing games.

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Publication Details

Published
2025-04-25
DOI
https://doi.org/10.1145/3706599.3719891
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

VRSense: An Explainable System to Help Mitigate Cybersickness in VR Games

Chitralekha Gupta, Prasanth Sasikumar, Suranga Nanayakkara, Dinithi Dissanayake
Virtual Reality Applications and Impacts
article

VRSense: An Explainable System to Help Mitigate Cybersickness in VR Games

Chitralekha Gupta, Prasanth Sasikumar, Suranga Nanayakkara, Dinithi Dissanayake
article en

Abstract

Explainer changes in brightness levels are high excessive head rotation differences in head orientation and eye gaze "Maybe I should smooth out the contrast...I could add visual guides to help with excessive head rotation.""What if I place key objects in the line of sight to keep the gaze aligned with head movement?"VR Developer cybersickness detection reasoning VRSense Figure 1: VRSense can detect cybersickness and provide insights into the reasons behind its predictions aiding VR game developers to make better design decisions AbstractCybersickness remains a significant challenge in immersive VR gaming, affecting player comfort and engagement.In this study, we analyze data from approximately 400 players across 80 games to investigate the factors contributing to cybersickness in active gameplay environments.To bridge the gap between research and practical application, we present our late-breaking work, VRsense, an explainable system designed to assist VR game developers in evaluating cybersickness in their games.Unlike traditional black-box approaches, our system employs engineered features offering actionable insights into game design and user interactions.Feedback from eight VR professionals highlights the utility of the system and suggests avenues for adaptive gameplay strategies, such as optimizing task flows.Despite challenges in generalizability and subjectivity, our iterative approach lays the foundation for a deployable tool to assist developers in creating less cybersickness-inducing games.

National University of Singapore (SG)
Openalex Percentile: Top 92%
Virtual Reality Applications and Impacts
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