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Automatic Prediction of Cybersickness for Virtual Reality Games

机译:虚拟现实游戏的晕机自动预测

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Cybersickness, which is also called Virtual Reality (VR) sickness, poses a significant challenge to the VR user experience. Previous work demonstrated the viability of predicting cybersickness for VR 360°videos. Is it possible to automatically predict the level of cybersickness for interactive VR games? In this paper, we present a machine learning approach to automatically predict the level of cybersickness for VR games. First, we proposed a novel ranking-rating (RR) score to measure the ground-truth annotations for cybersickness. We then verified the RR scores by comparing them with the Simulator Sickness Questionnaire (SSQ) scores. Next, we extracted features from heterogeneous data sources including the VR visual input, the head movement, and the individual characteristics. Finally, we built three machine learning models and evaluated their performances: the Convolutional Neural Network (CNN) trained from scratch, the Long Short-Term Memory Recurrent Neural Networks (LSTM-RNN) trained from scratch, and the Support Vector Regression (SVR). The results indicated that the best performance of predicting cybersickness was obtained by the LSTM-RNN, providing a viable solution for automatically cybersickness prediction for interactive VR games.
机译:晕车病也称为虚拟现实(VR)病,对VR用户体验构成了重大挑战。先前的工作证明了预测VR 360°视频的网络疾病的可行性。是否可以自动预测交互式VR游戏的晕机程度?在本文中,我们提出了一种机器学习方法,可以自动预测VR游戏的网络疾病水平。首先,我们提出了一种新颖的等级评分(RR)评分,用于测量对晕机病的真实注释。然后,我们通过将RR得分与《模拟疾病问卷》(SSQ)得分进行比较来验证它们。接下来,我们从异构数据源中提取特征,包括VR视觉输入,头部运动和个人特征。最后,我们建立了三种机器学习模型并评估了它们的性能:从头开始训练的卷积神经网络(CNN),从头开始训练的长期短期记忆递归神经网络(LSTM-RNN)和支持向量回归(SVR) 。结果表明,LSTM-RNN获得了最佳的网络疾病预测性能,为交互式VR游戏的自动网络疾病预测提供了可行的解决方案。

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