VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research

IEEE Trans Vis Comput Graph. 2024 May;30(5):2330-2336. doi: 10.1109/TVCG.2024.3372044. Epub 2024 Apr 19.

Abstract

Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches would certainly benefit from an accurately labeled, real-world, diverse dataset that enables the development of generalizable ML models. We introduce 'VR.net', a dataset comprising 165-hour gameplay videos from 100 real-world games spanning ten diverse genres, evaluated by 500 participants. VR.net accurately assigns 24 motion sickness-related labels for each video frame, such as camera/object movement, depth of field, and motion flow. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we implement a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.We also provide access to our data collection tool, enabling researchers to contribute to the expansion of VR.net.

MeSH terms

  • Computer Graphics
  • Humans
  • Motion Sickness* / diagnosis
  • Movement
  • Software
  • Virtual Reality*