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      <title-group>
        <article-title>Evaluation of Virtual Reality Games: Simulator Sickness and Human Factors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kent L. Norman</string-name>
          <email>klnorman@umd.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Psychology, University of Maryland</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This study seeks to evaluate a virtual reality system and games available on the PlayStation 4 VR system. Participants completed two questionnaires during the experiment. The first questionnaire was developed to evaluate simulator sickness in high-fidelity simulators [3]. The second questionnaire was developed by our lab to assess a number of characteristics of the VR environment (e.g., image quality, auditory surround, orientation, pointing, lag, and control). We have collected a sample of 85 participants. Participants were asked to complete surveys about demographics and current video game use and then choose a game from a list of ten different games to play on the VR system. The seven games were Demo Disk, Batman, Dangerball, Eve Valkyrie, Headmaster, London Heist, Rush of Blood, and VR Luge. Each participant played the game for about 30 minutes. Finally, they completed the simulator sickness and the VR system questionnaires. Simulator sickness was low for 58% of the participants, mild for 33%, and strong for 9%. Scores varied among the games. Ratings for sound location and image lag were good but calibration, head gear, some image blurriness were less favorable. These results can be used by game producers to develop more satisfactory VR game environments.</p>
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      <title>-</title>
      <p>Miscellaneous.</p>
      <p>
        INTRODUCTION
Virtual reality systems have been in research and
development for decades since the early days of Sutherland
and his students [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. However, in the past couple of years
virtual reality games have been introduced to the consumer
market primarily for immersive games. These systems
integrate a number of components to create the user
experience as shown in Figure 1.
      </p>
      <p>Virtual reality environments create a number of challenges
for the user which will be discussed in the next two
sections.</p>
      <p>GHItaly18: 2nd Workshop on Games-Human Interaction, May 29th, 2018,
Castiglione della Pescaia, Grosseto (Italy)
Copyright © 2018 for the individual papers by the papers' authors. Copying
permitted for private and academic purposes. This volume is published and
copyrighted by its editors.</p>
      <p>
        Simulator Sickness
Simulator sickness was first observed when persons were
being trained using flight simulators and other training
environments particularly in the military. The common
symptoms are general discomfort, headache, nausea,
vomiting, pallor, sweating, fatigue, drowsiness, and
disorientation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. To quantify the extent of simulator
sickness on participants, Kennedy, Lane, Berbaum, &amp;
Lilienthal [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] developed the simulator sickness
questionnaire (SSQ) as shown in Figure 2.
Users of virtual reality systems often experience the same
discomforts of training simulators. VR sickness can be a
major deterrent to the adoption and use of VR [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Human Factors
Virtual and augmented reality environments pose a number
of human-factors issues which have been listed by Jerald
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. A number of these are possible contributors to
simulator sickness. These include headgear discomfort,
system calibration, image lag, image blurriness, auditory
surround, control of movement, ease of pointing and
selection, and awareness of body location.
      </p>
      <p>
        After testing out a number of VR games and considering
the literature on the human factors in VR, a questionnaire
was designed to assess a number of these factors on a
9point scale. The virtual reality system questionnaire
(VRSQ) is shown in Figure 3. This study will be used to
evaluate this questionnaire and improve it for future
research.
Usability and Play Testing
In order to assess levels of simulator sickness and evaluate
games and systems, participants were asked to engage in a
form of play testing [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. They were asked play a game for a
certain length of time and then respond to questions about
how they felt (SSQ) and how the system performed
(VRSQ).
      </p>
      <p>Study
In order to assess the prevalence of virtual reality sickness
and to assess human factors issues, a popular commercial
system was selected and a variety of different games were
selected for testing. Participants played the games and
completed the questionnaires.</p>
      <p>METHODOLOGY
System and Games
The PlayStation 4 VR system was used with its headgear,
PlayStation Eye, and either a standard controller or two
PlayStation Move controllers. The system was set up in a
user testing room that was 10 x 18 feet. The participant was
usually seated in a swivel chair or for some games standing
in a fixed position. An assistant set up the game, helped the
participant with the headgear and controller(s), and in some
instances helped to instruct the participant as to what to do
during the game.</p>
      <p>The seven games were selected to cover a range of genre
and interaction styles. The games were as follows:
Demo Disk: Selection of demo games. Head position, PS
controller, or PS Move controllers can be used to select
demo games. Demo games use a variety of interaction
styles.</p>
      <p>Batman: Arkham VR: Action adventure mystery. Move
controllers are used to grab and throw objects and for menu
selection. Movement is from one discrete location to
another via teleportation. Virtual hands are displayed.
Danger Ball: VR Worlds: Sports action similar to
dodgeball. Head, hands, and feet are used to dodge and hit
balls at targets. No controller.</p>
      <p>EVE: Valkyrie: Action shooter. PS controller is used to
steer a spaceship and to fire weapons at enemies. Player is
seated in the moving spaceship.</p>
      <p>London Heist: Action adventure first person shooter. PS
controller or PS Move controllers are used to shoot and
grab objects. Player is in fixed positions. Virtual hands and
guns are displayed.</p>
      <p>Rush of Blood: First person shooter. PS Move controllers
appear as guns in the player’s hands. Virtual legs and feet
are also displayed. Player is seated in a roller coaster car
that moves on its own.</p>
      <p>VR Luge: Sports racing. Steering of the sled is done by
moving the head to left or right. No controller is used.
Virtual body is shown on the sled.</p>
      <p>Participants
Undergraduates were recruited from psychology courses at
the University of Maryland and received partial credit for
participation. The sample was composed of 36 females and
49 males and ranged in age from 18 to 45. The mean age
was 19.87, the median 19, and the mode 18. Participants
varied widely in video game experience, time and
frequency of play per day, and types of games played.
None of the participants had played a VR game before.
Procedure
Participants were greeted and told what was expected of
them in the study and signed an informed consent form.
First they completed a demographic question and a survey
of their video game interests and experience. They were
then asked to select a game to play from a list giving the
title of the game, its ESRB rating, cover art for the game,
and a short explanation of what the game was about. A lab
assistant set up the game, helped with the headgear and
controllers, and started the game. Participants played the
game for 30 minutes unless they asked to stop due to
sickness. Eight of the 85 participants asked to stop due to
sickness.</p>
      <p>After playing the game, participants were asked to fill out
the SSQ and VRSQ questionnaires.</p>
      <p>RESULTS
VR Sickness
Figure 4 shows the order of occurrence of the 16
symptoms, with headache, nausea, sweating, fatigue,
general discomfort, “fullness of head” and eyestrain
topping the list.</p>
      <p>Participants varied greatly in their susceptibility to VR
sickness. Clearly some participants experienced VR
sickness in some games. Eight participants requested to
stop the game due to sickness. Figure 5 shows the
distribution of SSQ scores for the 85 participants. The
majority of participants fell in the low range (58%), a third
fell in the mid range (33%), and 9% fell in the high
range.When clustered by game as shown in Figure 6, it is
clear that some games led to higher levels of VR sickness
than others. Eve: Valkyrie was the worst, probably due to
the disorientation of spinning around in the spaceship. The
Demo Disk was second. In this case, participants went
from a central VR space into demo games and back. This
resulted in a change in orientation and mode of controlling
the interaction which could lead to disorientation. The VR
Luge was third worst. In this game, the player is whipping
down a winding road at high speed trying to avoid
collisions with moving vehicles and stationary objects.</p>
      <p>Games in which the player was in a stationary or seated
position (The London Heist, Rush of Blood, and Batman)
led to the least VR sickness.</p>
      <p>Human Factors
Figure 7 shows the mean rating for each item on VRSQ.
All of the ratings were above midpoint of 5 except for
“Some of the image was blurred.” The lab assistants and
participants found that perspiration often fogged up the
headgear and blurred part of the field of view. “Trying to
see what is behind” was difficult either turning the head or
swiveling the chair. Headgear was also a problem.
Participants were not initially familiar with how to adjust
the helmet and the viewing screen for maximum comfort.
The lab assistant usually had to help them. Methods of
calibration varied from game to game and again the lab had
to help. On the positive side, there were few auditory
problems and sounds were easy to locate. The image did
not skip or lag, it appeared in 360 surround, and it was easy
to look to the left or the right.</p>
      <p>When sorting these ratings out by game as shown in Figure
8, the largest differences were for “Trying to see what is
behind.” Batman faired the best probably because the game
action was always directly in front of the player. Eve:
Valkyrie was the worst due to the configuration of the
spaceship.
Large differences also occurred for “Locating buttons on
the PS controller.” This appeared to be due to the extent of
use of the PS controller in the game. The same was true for
“Aiming at targets using the head” again probably due to
the extent of use of this method in the game. Other
differences also occurred due to the game’s reliance one
that feature. “Fast image lag” was a problem for VR Luge
due to the high rate of speed of the player moving through
the streets; whereas in Rush of Blood, the VR space and
targets within it did not move as fast. In games such as
Eve: Valkyrie that requires the player to look all around for
objects, “All of the image blurred” was a problem whereas
in London Heist and Batman, the player really only needs
to focus on one spot.</p>
      <p>
        CONCLUSION
The use of virtual reality in video games is in its infancy.
Considerable research and development is needed to
integrate game play into the VR environment. Game
producers need to play-test their games to evaluate them
across a number of factors for playability [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. For VR
games, developers need to evaluate how likely the VR
environment will lead to discomfort and to VR sickness
and for what proportions of the player market. Clearly from
these data, different games evoke different levels of VR
sickness.
      </p>
      <p>In order to control the effects of the VR environment,
developers need to evaluate games along a number of
human factors. The VRSQ was designed in this study to
assess these factors. The visual quality of the environment
depends on the clarity of the image of game focus as well
as the 360 surround for a number of games. The image lag
is particularly relevant for fast moving environments in the
game play. Many different methods for menu selection,
pointing, aiming, shooting, and grasping are being
explored. Movement through the VR space whether
continuous or discrete point-to-point must be worked out.
Each factor and interaction style needs to be evaluated by
players as the game is developed and in final play testing.
The VRSQ is meant to assist in game development to
minimize virtual reality sickness and maximize the player’s
VR game experience.</p>
      <p>ACKNOWLEDGMENTS
Thanks to Emily Maranto, Kaitlin Cossentino, Karsyn
Wagner, Meredith Reid, Joey Barnet, and Reza Mahmud
for running participants and assisting in the data analysis.</p>
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