arXivDaily arXiv每日学术速递 周一至周五更新
arXiv周末暂无论文更新,休息一下吧,周末愉快~~

一种用于晕动症潜在原因估计的符号机器学习方法

A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation

Thiago Porcino, Érick Oliveira Rodrigues, Flavia Bernardini, Daniela Trevisan, Esteban Clua

arXiv 2608.07486首次发表:更新:

AI 中文总结

本研究采用符号机器学习方法,通过两款VR游戏实验,发现竞速游戏中加速度更易引发晕动症,VR经验少的玩家更易不适且该影响在竞速游戏中更大。

AI 中文摘要

虚拟现实(VR)和头戴式显示器在教育、军事、娱乐及生物医学信息学等领域日益普及。这类技术虽能带来高沉浸感,却也会引发不适症状,该状况被称为晕动症(CS),是近期VR相关出版物中的常见研究主题。本研究提出一种采用符号机器学习的新型实验分析方法,用于对晕动症的潜在原因进行排序。我们估计了晕动症的原因,并根据其对晕动症分类能力的影响程度对这些原因进行排序。实验使用两款不同的VR游戏开展,结果发现,在竞速类游戏中,加速度引发晕动症的频率高于飞行类游戏;此外,VR经验较少的参与者更易感到不适,且该变量在竞速类游戏中的影响大于飞行类游戏,后者中加速度不由用户控制。

英文摘要

Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and bio/medical informatics. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent publications in the virtual reality context. This work proposes a novel experimental analysis using symbolic machine learning that ranks potential causes for CS. We estimate the CS causes and rank them according to their impact on the classification capabilities of CS. The experiments are performed using two distinct virtual reality games. We were able to identify that acceleration triggered cybersickness more frequently in a race game in contrast to a flight game. Furthermore, participants less experienced with VR are more prone to feel discomfort and this variable has a greater impact in the race game in contrast to the flight game, where the acceleration is not controlled by the user.

Journal refEntertainment Computing ICEC 2021

DOI:10.1007/978-3-030-89394-1_9

论文原文

arXiv 摘要页 · PDF 原文 · HTML 原文

↑