Cybersickness in virtual reality (VR) is an on-going problem, despite recent advances in technology. In this paper, we propose a method for reducing the likelihood of cybersickness onset when using stationary (e.g., seated) VR setups. Our approach relies on reducing optic flow via inconsistent displacement - the viewpoint is "snapped" during fast movement that would otherwise induce cybersickness. We compared our technique, which we call viewpoint snapping, to a control condition without viewpoint snapping, in a custom-developed VR first-person shooter game. We measured participant cybersickness levels via the Simulator Sickness Questionnaire (SSQ), and user reported levels of nausea, presence, and objective error rate. Overall, our results indicate that viewpoint snapping significantly reduced SSQ reported cybersickness levels by about 40% and resulted in a reduction in participant nausea levels, especially with longer VR exposure. Presence levels and error rate were not significantly different between the viewpoint snapping and the control condition.

Additional Metadata
Keywords Cybersickness, Vection, Visually induced motion sickness
Persistent URL dx.doi.org/10.20380/GI2018.21
Conference 44th Graphics Interface, GI 2018
Citation
Farmani, Y. (Yasin), & Teather, R. (2018). Viewpoint snapping to reduce cybersickness in virtual reality. In Proceedings - Graphics Interface (pp. 159–166). doi:10.20380/GI2018.21