Visual-vestibular conflicts (VVCs) are a primary contributor to visually
induced motion sickness (VIMS) in head-mounted displays (HMDs). However,
virtual reality (VR) comfort studies often rely on exposing seated or standing
users to experiences with high intensity visual motion (such as roller
coasters). These drastic VVCs tend to induce pronounced VIMS symptoms that can
be reliably detected across individuals using common survey measures. The
conclusions from studies using these extreme motion-based conflicts may not
accurately generalize to naturalistic use cases in VR where efforts are made to
minimize, rather than maximize, VIMS symptoms. In this work, we show that a
subthreshold visual-vestibular conflict can induce measurable discomfort during
naturalistic, long duration use. We first present a psychophysical study,
conducted outside of an HMD, to rigorously identify the perceptual thresholds
for sinusoidal noise in render pose (i.e., jitter) resulting in erroneous 3D
motion of rendered content. We next introduce subthreshold levels of jitter to
a Meta Quest 3 VR HMD and demonstrate that this can induce visual discomfort in
participants playing the commercially-available game Cubism across a
three-session, repeated-measures study. Importantly, we did not identify
statistically significant comfort differences between control and jitter
conditions with traditional pre- and post-test comparison of Simulator Sickness
Questionnaire (SSQ) scores. Significant differences were only identified using
the Motion Illness Symptoms Classification (MISC) survey administered every 10
minutes across each 90 minute session. This highlights the benefits of
incorporating time-resolved data points and suggests that lightweight, more
frequent surveys may be important tools for measuring visual discomfort in more
ecologically-valid scenarios.
Este artículo explora los viajes en el tiempo y sus implicaciones.
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2504.16295v2