Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual Reality

The widespread adoption of virtual reality (VR) technologies is significantly hindered by the prevalence of cybersickness, a disruptive experience causing symptoms like nausea, dizziness, and disorientation. Traditional methodologies for predicting cybersickness predominantly depend on biomedical da...

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Main Authors: Ananth N. Ramaseri-Chandra, Hassan Reza
Format: Article
Language:English
Published: MDPI AG 2024-03-01
Series:Electronics
Subjects:
Online Access:https://www.mdpi.com/2079-9292/13/7/1313
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author Ananth N. Ramaseri-Chandra
Hassan Reza
author_facet Ananth N. Ramaseri-Chandra
Hassan Reza
author_sort Ananth N. Ramaseri-Chandra
collection DOAJ
description The widespread adoption of virtual reality (VR) technologies is significantly hindered by the prevalence of cybersickness, a disruptive experience causing symptoms like nausea, dizziness, and disorientation. Traditional methodologies for predicting cybersickness predominantly depend on biomedical data. While effective, these methods often require invasive data collection techniques, which can be impractical and pose privacy concerns. Furthermore, existing research integrating demographic information typically does so in conjunction with biomedical or behavioral data, not as a standalone predictive tool. Addressing this gap, we investigated machine learning techniques that exclusively use demographic data to classify and predict the likelihood of cybersickness and its severity in VR environments. This method relies on noninvasive, easily accessible demographic information like age, gender, and previous VR exposure. It offers a more user-friendly and ethically sound approach to predicting cybersickness. The study explores the potential of demographic variables as standalone predictors through comprehensive data analysis, challenging the traditional reliance on biomedical metrics. We comprehensively presented the input data and statistical analysis and later carefully selected the widely used machine learning models from different classes, including k-nearest neighbors, Naive Bayes, Logistic Regression, Random Forest, and Support Vector Machine. We evaluated their performances and presented detailed results and limitations. The research findings indicate that demographic data can be used to predict the likelihood and severity of cybersickness. This research provides critical insights into future research directions, including data collection design and optimization suggestions. It opens new avenues for personalized and inclusive VR design, potentially reducing barriers to VR adoption and enhancing user comfort and safety.
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spelling doaj.art-69e3a3ca0ff445cbb5c5fd18ae43bbfb2024-04-12T13:17:21ZengMDPI AGElectronics2079-92922024-03-01137131310.3390/electronics13071313Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual RealityAnanth N. Ramaseri-Chandra0Hassan Reza1School of Electrical Engineering and Computer Science, University of North Dakota, Grand Forks, ND 58202, USASchool of Electrical Engineering and Computer Science, University of North Dakota, Grand Forks, ND 58202, USAThe widespread adoption of virtual reality (VR) technologies is significantly hindered by the prevalence of cybersickness, a disruptive experience causing symptoms like nausea, dizziness, and disorientation. Traditional methodologies for predicting cybersickness predominantly depend on biomedical data. While effective, these methods often require invasive data collection techniques, which can be impractical and pose privacy concerns. Furthermore, existing research integrating demographic information typically does so in conjunction with biomedical or behavioral data, not as a standalone predictive tool. Addressing this gap, we investigated machine learning techniques that exclusively use demographic data to classify and predict the likelihood of cybersickness and its severity in VR environments. This method relies on noninvasive, easily accessible demographic information like age, gender, and previous VR exposure. It offers a more user-friendly and ethically sound approach to predicting cybersickness. The study explores the potential of demographic variables as standalone predictors through comprehensive data analysis, challenging the traditional reliance on biomedical metrics. We comprehensively presented the input data and statistical analysis and later carefully selected the widely used machine learning models from different classes, including k-nearest neighbors, Naive Bayes, Logistic Regression, Random Forest, and Support Vector Machine. We evaluated their performances and presented detailed results and limitations. The research findings indicate that demographic data can be used to predict the likelihood and severity of cybersickness. This research provides critical insights into future research directions, including data collection design and optimization suggestions. It opens new avenues for personalized and inclusive VR design, potentially reducing barriers to VR adoption and enhancing user comfort and safety.https://www.mdpi.com/2079-9292/13/7/1313virtual realitycybersicknessmachine learningdemographic datauser experience
spellingShingle Ananth N. Ramaseri-Chandra
Hassan Reza
Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual Reality
Electronics
virtual reality
cybersickness
machine learning
demographic data
user experience
title Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual Reality
title_full Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual Reality
title_fullStr Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual Reality
title_full_unstemmed Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual Reality
title_short Predicting Cybersickness Using Machine Learning and Demographic Data in Virtual Reality
title_sort predicting cybersickness using machine learning and demographic data in virtual reality
topic virtual reality
cybersickness
machine learning
demographic data
user experience
url https://www.mdpi.com/2079-9292/13/7/1313
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