Cybersickness is an unpleasant side effect of exposure to a virtual reality (VR) experience and refers to such physiological repercussions as nausea and dizziness triggered in response to VR exposure. Given the debilitating effect of cybersickness on the user experience in VR, academic interest in the automatic detection of cybersickness from physiological measurements has crested in recent years. Electroencephalography (EEG) has been extensively used to capture changes in electrical activity in the brain and to automatically classify cybersickness from brainwaves using a variety of machine learning algorithms. Recent advances in deep learning (DL) algorithms and increasing availability of computational resources for DL have paved the way for a new area of research into the application of DL frameworks to EEG-based detection of cybersickness. Accordingly, this review involved a systematic review of the peer-reviewed papers concerned with the application of DL frameworks to the classification of cybersickness from EEG signals. The relevant literature was identified through exhaustive database searches, and the papers were scrutinized with respect to experimental protocols for data collection, data preprocessing, and DL architectures. The review revealed a limited number of studies in this nascent area of research and showed that the DL frameworks reported in these studies (i.e., DNN, CNN, and RNN) could classify cybersickness with an average accuracy rate of 93%. This review provides a summary of the trends and issues in the application of DL frameworks to the EEG-based detection of cybersickness, with some guidelines for future research.
Examination of Cybersickness in Virtual Reality: The Role of Individual Differences, Effects on Cognitive Functions & Motor Skills, and Intensity Differences During and After Immersion
Beyond the Lab: Large-Scale Remote Cybersickness Research in Virtual Reality Using the VERA Platform
University of Central Florida(中佛罗里达大学);Technical University of Denmark(丹麦技术大学);University of Canterbury(坎特伯雷大学);University of Florida(佛罗里达大学);Rutgers University(罗格斯大学);Davidson College(戴维森学院);Stanford University(斯坦福大学)
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms
Institute of Computing, Universidade Federal Fluminense (UFF)(弗鲁米嫩塞联邦大学计算研究所);Academic Department of Informatics, Universidade Tecnologica Federal do Parana (UTFPR)(巴拉那联邦技术大学信息学术系)
Towards Consumer-Grade Cybersickness Prediction: Multi-Model Alignment for Real-Time Vision-Only Inference
The Hong Kong University of Science and Technology(Guangzhou)(香港科学与技术大学(广州));Nanyang Technological University(南洋理工大学);Nanyang Technological University Singapore(南洋理工大学新加坡)
A Reproducible Reality-to-VR Pipeline for Ecologically Valid Aging-in-Place Research
School of Building Construction, Georgia Institute of Technology(佐治亚理工学院建筑建造学院);School of Architecture, Georgia Institute of Technology(佐治亚理工学院建筑学院);Institute for People and Technology, Georgia Institute of Technology(佐治亚理工学院人与技术研究所)
Dataset of an EEG-based BCI experiment in Virtual Reality and on a Personal Computer
我们描述了一个数据集的实验过程,我们已经在https://doi.org/10.5281/zenodo.2605204上以mat(Mathworks,Natick,USA)和CSV格式公开提供。该数据集包含21名受试者在PC(个人计算机)和VR(虚拟现实)上进行视觉P300实验的脑电图记录。视觉P300是由视觉刺激引起的事件相关电位,在刺激开始后240-600 ms达到峰值。该实验的目的是为了比较使用基于P300的脑机接口在PC上,并与虚拟现实耳机,有关的生理,主观和性能方面。脑机接口是基于脑电图(EEG)的。脑电图记录感谢16个电极。该虚拟现实头戴式设备由无源盔装显示器组成,即,除了智能手机之外不包括任何电子设备的盔装显示器。该实验于2018年在GIPSA实验室(格勒诺布尔阿尔卑斯大学,CNRS,Grenoble-INP)进行,并由IHMTEK公司(Interaction Homme-Machine Technologie)推广。该研究得到了格勒诺布尔-阿尔卑斯大学伦理委员会(Comit{é} d 'Escherque pour la Recherche Non-Interventionnelle)的批准。用于操作数据的Python代码可在https://github.com/plcrodrigues/py.VR.EEG.2018-GIPSA上获得。该数据集的ID为VR.EEG.…
Anticipation Before Action: EEG-Based Implicit Intent Detection for Adaptive Gaze Interaction in Mixed Reality
LMU Munich(慕尼黑大学);Carl von Ossietzky Universität Oldenburg(奥尔登堡卡尔·冯·奥西茨基大学);TU Dortmund University(多特蒙德工业大学);Research Center Trustworthy Data Science and Security(可信数据科学与安全研究中心)
Monitoring mental workload by EEG during a game in Virtual Reality
在活动期间,了解用户的心理工作负荷(MWL)允许改善人机交互(HMI)。事实上,MWL对个人及其与环境的互动产生影响。因此,监测是一个至关重要的问题。在这种情况下,我们创建了基于N-back任务(通常用于测量MWL)的虚拟游戏Back to Pizza。在这个更有趣的变体中,用户必须执行比萨食品卡车的客户的订单。这是一个互动游戏,涉及IHM'23会议的观众,选择几个参数,如成分的数量。在此体验期间,目标是通过脑电图(EEG)实时的测量MWL,并向观众提供MWL水平的视觉反馈。通过这个演示,我们提出了一个虚拟互动游戏的概念,测量MWL在实时的。
Less Cybersickness, Please: Demystifying and Detecting Stereoscopic Visual Inconsistencies in Virtual Reality Apps
The Chinese University of Hong Kong(香港中文大学);Harbin Institute of Technology(哈尔滨工业大学);Research Institute of Trustworthy Autonomous Systems(可信自主系统研究院);Southern University of Science and Technology(南方科技大学)
Unmanned Aerial Vehicles Control in a Digital Twin: Exploring the Effect of Different Points of View on User Experience in Virtual Reality
Immersive Reality Lab University of Applied Sciences Hamm-Lippstadt(沉浸式现实实验室 汉姆-利普施塔特应用科学大学);University of Applied Sciences Hamm-Lippstadt(汉姆-利普施塔特应用科学大学);University of Technology in Sydney(悉尼科技大学)