Cybersickness in XR

This work was developed during an internship at Qualcomm.

The usability study 

This research involves a laboratory-based within-subjects study to comprehensively understand hardware and software influence factors on user performance and subjective perceptions of visual quality while using HMDs featuring video see-through (VST) image mode.  In summary, the study involved visual perception measures, visual quality measures, and user experience tasks that incorporated usability, comfort, and cybersickness. These measures composed a mixed-methods evaluation of VST mode across headsets with different technical specifications.

Methodology

(1) Apparatus: This study evaluated three HMDs, each with VST technology, totaling four conditions in which each participant performed all the above tasks: (a) Control (no HMD); (b) Prototype Device 1 (PD1); (c) Prototype Device 2 (PD2); and (d) Commercial Device 1 (CD1). For confidentiality purposes, the names and brands of the actual devices have been anonymized.

(2) Participants: 56 participants responded to the recruitment email, where a total of 20 participants (50% female, even distribution of ages, and use of prescription eyeglasses) met the susceptibility to cybersickness criteria below the highest values and time availability to conclude the study (2 hours across 2 separate days).

(3) The study procedure is divided into 5 phases, as shown below:

Questionnaires and measures used throughout the study: 

Visual perception tests :

UX Tasks:

Participants while performing tasks

Key Findings

This study introduced a comprehensive evaluation methodology combining mixed methods to assess visual perception and user satisfaction within HMDs using VST technology. We combined several metrics from previous works in VR, AR, and VST into one complete evaluation involving visual perception performance tests, user experience tasks, and subjective questionnaires. 

The results from task performance, mixed with user perception regarding the devices, gathered a complete evaluation that allowed the engineering team to understand how hardware limitations impact the experience of wearing the device while highlighting opportunities to improve further prototypes.

Outcomes from this study

The findings from this project composed a report to the UX and engineering teams. A research mixed-methods paper was written with the detailed results and discussion of the outcomes and is published with Frontiers in Virtual Reality, titled "Visual perception and user satisfaction in video see-through head-mounted displays: a mixed-methods evaluation".