Integration and Evaluation of an Immersive Virtual Platform

The virtual reality (VR) industry has tried to enhance VR immersion, a perception of being physically present in a non-physical environment. Sound, simulators, and surrounding environments can be synergistically augmented together to enhance immersion in VR. In this paper, we first integrate an imme...

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Main Authors: Hyeonwoo Lee, Woosuk Byun, Heecheon Lee, Yusin Kang, Jongeun Choi
Format: Article
Language:English
Published: IEEE 2023-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/10002364/
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author Hyeonwoo Lee
Woosuk Byun
Heecheon Lee
Yusin Kang
Jongeun Choi
author_facet Hyeonwoo Lee
Woosuk Byun
Heecheon Lee
Yusin Kang
Jongeun Choi
author_sort Hyeonwoo Lee
collection DOAJ
description The virtual reality (VR) industry has tried to enhance VR immersion, a perception of being physically present in a non-physical environment. Sound, simulators, and surrounding environments can be synergistically augmented together to enhance immersion in VR. In this paper, we first integrate an immersive virtual platform that builds on a moving vehicle simulator in an immersive virtual environment. The simulator is integrated to have efficient localization with inexpensive sensors and to produce the loosely synchronous motion according to dynamically changing VR simulations and contents. The virtual environment called an immersive room is designed to provide 360-degree videos experience and deliver VR contents without a head-mounted display (HMD). In addition, we investigate the quality of experience (QoE) via a comparative survey study between the proposed immersive virtual platform and the conventional VR using an HMD in terms of immersion and motion sickness. Through the human-subject study with the newly designed questionnaire, we confirm that the general QoE is improved in terms of immersion and motion sickness by using the proposed immersive virtual platform. To verify which factors in the loosely synchronous motion are effective in improving QoE, the components of the motion control are ablated to show their individual effects. We provide the statistical analysis to support our hypotheses that for the proposed VR platform, participants with the loosely synchronous motion are more immersed and less likely to feel motion sickness than those without the synchronous motion in both the immersive room and VR with HMD.
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spelling doaj.art-23725de1feea466a8134dd1e581db0552023-01-07T00:00:29ZengIEEEIEEE Access2169-35362023-01-01111335134710.1109/ACCESS.2022.323294910002364Integration and Evaluation of an Immersive Virtual PlatformHyeonwoo Lee0https://orcid.org/0000-0001-9878-3223Woosuk Byun1https://orcid.org/0000-0002-2418-1657Heecheon Lee2Yusin Kang3https://orcid.org/0000-0003-4106-5663Jongeun Choi4https://orcid.org/0000-0002-7532-5315School of Mechanical Engineering, Yonsei University, Seodaemun-gu, Seoul, Republic of KoreaSchool of Mechanical Engineering, Yonsei University, Seodaemun-gu, Seoul, Republic of KoreaProduct Software Team, Motion Device, Dongan-gu, Anyang-si, Gyeonggi-do, Republic of KoreaProduct Engineering Team, Motion Device, Dongan-gu, Anyang-si, Gyeonggi-do, Republic of KoreaSchool of Mechanical Engineering, Yonsei University, Seodaemun-gu, Seoul, Republic of KoreaThe virtual reality (VR) industry has tried to enhance VR immersion, a perception of being physically present in a non-physical environment. Sound, simulators, and surrounding environments can be synergistically augmented together to enhance immersion in VR. In this paper, we first integrate an immersive virtual platform that builds on a moving vehicle simulator in an immersive virtual environment. The simulator is integrated to have efficient localization with inexpensive sensors and to produce the loosely synchronous motion according to dynamically changing VR simulations and contents. The virtual environment called an immersive room is designed to provide 360-degree videos experience and deliver VR contents without a head-mounted display (HMD). In addition, we investigate the quality of experience (QoE) via a comparative survey study between the proposed immersive virtual platform and the conventional VR using an HMD in terms of immersion and motion sickness. Through the human-subject study with the newly designed questionnaire, we confirm that the general QoE is improved in terms of immersion and motion sickness by using the proposed immersive virtual platform. To verify which factors in the loosely synchronous motion are effective in improving QoE, the components of the motion control are ablated to show their individual effects. We provide the statistical analysis to support our hypotheses that for the proposed VR platform, participants with the loosely synchronous motion are more immersed and less likely to feel motion sickness than those without the synchronous motion in both the immersive room and VR with HMD.https://ieeexplore.ieee.org/document/10002364/Cybersicknessimmersionimmersive virtual environmentlocalizationloosely synchronous motionmotion sickness
spellingShingle Hyeonwoo Lee
Woosuk Byun
Heecheon Lee
Yusin Kang
Jongeun Choi
Integration and Evaluation of an Immersive Virtual Platform
IEEE Access
Cybersickness
immersion
immersive virtual environment
localization
loosely synchronous motion
motion sickness
title Integration and Evaluation of an Immersive Virtual Platform
title_full Integration and Evaluation of an Immersive Virtual Platform
title_fullStr Integration and Evaluation of an Immersive Virtual Platform
title_full_unstemmed Integration and Evaluation of an Immersive Virtual Platform
title_short Integration and Evaluation of an Immersive Virtual Platform
title_sort integration and evaluation of an immersive virtual platform
topic Cybersickness
immersion
immersive virtual environment
localization
loosely synchronous motion
motion sickness
url https://ieeexplore.ieee.org/document/10002364/
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AT woosukbyun integrationandevaluationofanimmersivevirtualplatform
AT heecheonlee integrationandevaluationofanimmersivevirtualplatform
AT yusinkang integrationandevaluationofanimmersivevirtualplatform
AT jongeunchoi integrationandevaluationofanimmersivevirtualplatform